http://multiversemush.com/mw/api.php?action=feedcontributions&user=Reliant&feedformat=atomMultiverse Crisis MUSH - User contributions [en]2024-03-28T12:12:42ZUser contributionsMediaWiki 1.26.2http://multiversemush.com/mw/index.php?title=Combat&diff=16856Combat2023-03-02T22:58:30Z<p>Reliant: /* Mantle and Combat Resources */</p>
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<div>==AGE and Mantles==<br />
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 "core" 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 "Mantle" paradigm, explained as follows.<br />
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A "Mantle" 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 "stat block", "combat sheet", or "loadout". 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.<br />
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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 "owned" by the system itself.<br />
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A character comes with their personal Mantle when they are first created, always accessible with '''>armory/load 0000'''. When you feel the need to try on another, use '''>armory''' to see a list of all available Mantles. From there, use '''>armory/mantle <List #>/<Mantle #>''' to load one from the chosen list. The next time you ready for combat, you will don the selected Mantle. Using the '''>reset''' command will initialize the Mantle you currently have claimed. Many of these public Mantles have the unlisted Quirk "Encounter" equipped, at I, II, or III. This Quirk totals up all the damage dealt to a character during their defense round, and deals ''10%/20%/30%'' of that damage again. These Quirks exist to speed up players vs NPC battles against foes of lesser consequence.<br />
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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, 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.<br />
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==Combat Profiles==<br />
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[[File:Csys Visual Aid 1.png|thumbnail|right|upright=2]]<br />
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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 '''>sheet''' command. An example has been inserted and labeled above.<br />
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'''1: Archetype:''' A character's Archetype is roughly analogous to a "character class". 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 '''<time>''' cooldown. Archetypes are visible to other players.<br />
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'''2: Quirks:''' A 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 additionally equip a single 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 >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.<br />
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'''3: Signature:''' A 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 "season their combat experience to taste", 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.<br> <br />
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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 "Incredible" and "Perfect" stats don't exist without an Archetype reallocation; most stats on most characters are within a step or two of "Decent". Stats are invisible to other players.<br />
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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.<br />
:'''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.<br />
:'''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.<br />
:'''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.<br />
:'''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.<br />
:'''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 "intentionally overpowered", 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.<br />
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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. <br />
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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.<br />
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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 "Meat Points".'' 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 "superficial" may vary). HP is visible to other players as a percentage of your maximum. Any HP the character has in excess of their maximum is burned after defending, converted to 1 cap-breaking Drive per 4 HP. In addition to a character's "raw" HP, some of their HP bar might be converted into other forms.<br><br />
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[[File:Csys Visual Aid 2.png|thumbnail|right|upright=1.15]]<br />
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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 (effects that adjust this rate prioritize the highest shield block). 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. Shield HP in excess of a character's maximum Shield is burned after defending, converted to 1 cap-breaking Drive per 5 Shield HP, including passive recharge.<br />
::'''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. Armor HP in excess of a character's maximum HP is burned after defending, converting twice as much HP to Armor HP.<br />
::'''Peril HP:''' Peril HP is much more fragile than normal HP; every ''one'' point of damage depletes ''two'' points of Peril HP. However, any Peril HP left over from an attack is automatically recovered on the character's next turn. Peril targets "raw" HP directly, and appears above Armor HP, but below Shield HP. Inflicting Peril HP is a strong means of overcoming a powerful defense with a followup attack. If Peril HP is inflicted to a character with only Peril or Fade HP remaining, every two points of Peril damage depletes one Peril HP. If Peril HP is inflicted on a character with remaining Armor HP but no "raw" HP, every two points of Peril damage converts one Armor HP. Peril has ''no effect'' on Shields.<br />
::'''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. If Fade HP is inflicted to a character with only Fade or Peril HP remaining, every two points of Fade damage depletes one Fade HP. Fade has ''no effect'' on Armor.<br />
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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.<br />
::100-81: Primed The character gains a Moderate bonus to Mitigation and Endurance.<br />
::80-56: Ready The character gains no bonus and suffers no penalty.<br />
::55-21: Lagging The character suffers a Minor penalty to all stats.<br />
::20-1: Overextended The character suffers a Solid penalty to all stats.<br />
::<1: Wavering As Overextended, and the character loses 20% of their max HP after each attack.<br />
::-25: Spent The character loses all remaining HP. Their attack aborts, and the character is defeated.<br><br />
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.<br><br />
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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.<br />
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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.<br />
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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. If a bonus is applied unspecified to an attack or defense, it is split between the two relevant stats.<br />
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The ladder of Adjectives, from least to greatest impact, goes:<br />
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''Minor''<br><br />
''Moderate''<br><br />
''Solid''<br><br />
''Significant''<br><br />
''Major''<br><br />
''Superior''<br><br />
''Massive''<br><br />
''Extreme''<br />
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==Core Concepts==<br />
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[[File:Csys Visual Aid 5.png|thumbnail|right|upright=2.5]]<br />
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'''1: Attacking:''' Players take turns attacking each other with the '''>attack''' command, formatted as '''>attack <Target>=<Level#>/<Type>:<Description or Title>''' Attacks come in five levels, which cost different amounts of Drive, and deal correspondingly more damage.<br />
:1/Light: -5 The character regains 5 Drive.<br />
:2/Standard: 10 The character loses 10 Drive.<br />
:3/Heavy: 25 The character loses 25 Drive.<br />
:4/Deadly: 45 The character loses 45 Drive.<br />
:5/Finishing: 60 The character loses 60 Drive.<br />
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'''.<br />
:Forceful: The attack gains a Moderate bonus to Power.<br />
:Consistent: The attack gains a Moderate bonus to Precision.<br />
: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.<br />
:Dramatic: The attack has a level-based chance to generate Hype.<br />
::1: 0-1 Hype<br />
::2: 1-2 Hype, leaning on 1<br />
::3: 1-2 Hype, leaning on 2<br />
::4: 2-3 Hype<br />
::5: 3-4 Hype<br />
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.<br />
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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 '''>defend''' command, formatted as '''>defend Target=<Type>:<Description or Title>'''. The types of defense are: '''Guard''', '''Maneuver''', '''Focus''', '''Bolster''', and '''Rally'''.<br />
:Guard: The defense gains a Moderate bonus to Endurance against the attack.<br />
:Maneuver: The defense gains a Moderate bonus to Mitigation against the attack.<br />
:Focus: Your next attack gains a Solid bonus to Precision, but the defense takes a Minor penalty.<br />
:Bolster: Your next attack gains a Solid bonus to Power, but the defense takes a Minor penalty.<br />
:Rally: The defense takes a Minor penalty to both Endurance and Mitigation against the attack, but you gain 5 Drive.<br />
After each defense, the defender regains Drive and Hype at their passive rate, up to their maximum.<br />
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[[File:Csys Visual Aid 3.png|thumbnail|right|upright=2]]<br />
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'''3: Resolution:''' The resolution of an attack and its paired defense is considered the end of the attacker's "turn" 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.<br><br />
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.<br><br />
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.<br><br />
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[[File:Csys Visual Aid 4.png|thumbnail|right|upright=2]]<br />
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"Heat" 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.<br><br />
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.<br />
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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 '''>push/list''' displays the complete list of Pushes, their effects, and their associated Hype cost. To activate one, the command is '''>push <name>/<cost>''', sometimes followed with '''=<option>''' in the case of Buff and Debuff.<br><br />
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'''5: Aid:''' Aid actions are the primary means by which players can lend support to one another in combat when working as a team. Aid commands range from levels 1-5 just like attacks, but cost no Drive to use, and can be used any time, as many times as a player wishes. Using the '''>aid <name>/<level>:<stat>''' command grants the designated ally a number of stacking ''Moderate'' bonuses to the chosen stat equal to the aid's level. In exchange, the user takes on an equal number of stacking ''Moderate'' penalties to the ''sister'' stat. ex. An aid of 3:Power grants an ally 3 stacks of Power bonus, but the user takes on 3 stacks of Precision penalty. A number of stacks are ''applied to and consumed by'' the attacks or defenses the player makes equal to the attack's level. Light attacks will be less affected by, and take longer to consume, a bonus or penalty compared to Heavy attacks, and so on. A player can have any number of Aid stacks at once.<br />
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'''EX: Support Actions:''' Some Archetypes have the ability to further 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. 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.<br><br />
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==Strain and Continuity==<br />
The natural expectation of MCM is that characters will, across their career, get into plenty of battles for all sorts of reasons, and that the vast majority of those situations will be of the tone that's most regularly seen in pulp, cape, shounen, and ensemble hero fiction; the kind wherein characters have come to blows over some conflict of interests or ideals, or some other immediate problem, but are looking to settle it without dying. Even when it comes to characters who spend most of their time fighting, we assume that they have a limit to what they're regularly willing to risk or suffer, and so we expect that player characters typically aren't out there spilling their insides for the sake of an old lady's purse. Because MCM's intended band of roleplay is within those genres, characters should normally concede an objective when they're persuasively beaten or outclassed, in whatever form that takes. Thus we ''commit to the standard that HP does not represent lethal physical trauma'', otherwise known as ''"Hit Points are not meat points"''. Day to day battles should mostly result in PG-13 amounts of damage that don't require extensive hospitalization, and we '''firmly''' discourage players from turning their character into a blood puddle in every single fight, for the unhealthy expectations it sets for other players.<br><br />
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Instead, MCM tracks the mid to long term consequences of combat with the '''Continuity Bar'''. Continuity is an abstract representation of how much the character is strained and whittled down by repeated tests to their plot armor and extreme extensions of their power. Damage to a character's Continuity can be considered an amalgamation of significant injuries, stress, exhaustion, depleted resources, and anything else that should slow them down. It's important to note that Continuity is ''all of these things at once, in whatever balance makes sense'', of a level of strain that should roughly match the depth of their Continuity loss.<br><br />
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By default, all characters have '''30''' points of Continuity, and is visible to everyone. As Continuity is lost, the character takes a stacking penalty each point missing, roughly equivalent to a ''Minor'' penalty to all stats for every 5 points of Continuity they drop below maximum. This penalty is applied and updated whenever a character '''>resets'''; losing Continuity in the middle of a fight doesn't update the penalty. Continuity is always lost in one of two ways: It is ''Stressed'', or it is ''Broken''. ''Stressed'' Continuity recovers at a rate of ''one point per three days of real time''. ''Broken'' Continuity recovers at a rate of one point per ''finished scene'' the character participates in, with a minimum of a few poses. If the character's Continuity is only Stressed and not Broken, a finished scene restores a point of Stressed Continuity instead. Under ordinary circumstances, Continuity is only lost in the form of Stress, by dropping to ''40%'' of the character's maximum HP, and for each ''10%'' below, including negative HP. If the character has ''only'' Stressed Continuity remaining, however, any ''other'' source of Continuity Strain becomes Broken instead. If a character's entire Continuity bar is Broken, ''they're instantly defeated'' and can no longer fight at all.<br><br />
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For the most part, characters won't see their Continuity drop very far without engaging in a large number of strenuous battles over a short period of time. The primary use of Continuity is to be ''spent'', via the use of '''>strain''' commands. These commands are a tool given to all player characters to decide when they want to deviate from MCM's default combat tone, and to escalate how hard their character is willing to fight. Using them incrementally increases a character's combat power, representing the benefits of the greater efforts they're making and the greater risks they're accepting, but comes with an equivalent cost to their Continuity bar as they strain for a more implausible outcome. In other words, MCM gives every player the ability to decide that their character's theme music is playing at any time, and impartially regulates it by how much Continuity they have to spend. Most fights just aren't the final boss of the entire arc or a character's heroic speech moment, but we let you decide when they are. '''Once a >strain command is activated, it cannot be turned off without a >reset.''' The accuracy and damage adjustments of all >strain commands become marginally stronger when used in a Party, based on its size, to partially compensate for the player shouldering the same cost while having less overall impact as part of a group.<br><br />
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'''>strain/keeps''' switches a character to "Playing for Keeps" mode. It ''upgrades a character's Weight class'' by one step, slightly increases the random accuracy and damage of their attacks, and slightly decreases the random accuracy and damage of attacks against them. It provides a very substantial and visible power up, and traditionally represents when the character is ready to push themselves much further and accept much more bodily harm than usual. Playing for Keeps Breaks and Stresses 1 point of Continuity for every ''15%'' of your maximum HP you have remaining, plus 2. Fractional increments of 15 become an equivalent chance to lose that point of Continuity. Since Playing for Keeps gives large benefits every single turn, getting more turns of use has a higher cost. When you >reset, you ''get back'' 1 Strained and 1 Broken point of Continuity for each 15% of your maximum HP you still have, in the same way. When are KO'd while playing for Keeps, you incur 1 Stress and 1 Break.<br><br />
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'''>strain/stat <stat>''' empowers either Power, Precision, Mitigation, or Endurance for the rest of the fight. The chosen stat gains a ''Minor'' bonus, and an associated minor benefit: Power slightly increases the random damage of your attacks, Precision slightly increases the random accuracy of your attacks, Mitigation slightly decreases the random accuracy of attacks against you, and Endurance slightly decreases the random damage of attacks against you. Any stat strain Breaks 1 and Stresses 2 Continuity. Upon >reset, another 1 Continuity is Broken and another 1 Continuity is Stressed. Multiple stats can be strain-enhanced at once, but the same one cannot be strain-enhanced multiple times.<br><br />
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'''>strain/reinforce''' instantly Reinforces your Signature (as many times as you have opponents). This works identically in all respects to any other source of Reinforcement. You also gain an extremely small benefit to random accuracy and damage; this is a small bonus that mostly helps even out the utility of Reinforcing "honestly" and Reinforcing only right when you need to. You Break and Stress 3 points of Continuity for Reinforcing, and can only strain-Reinforce once per battle.<br><br />
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'''>strain/continue''' restores your HP and Drive at the cost of Continuity, which ''can revive you from a KO state''. When used, 15 points of Continuity are Broken from the top of your bar, and converted to ''20'' HP and ''1'' Drive each. ''A Stressed point of Continuity gives Peril HP''. Being defeated by a very large amount of damage does mean that you gain less effective HP when Continuing, due to the greater resources expended to take you out. After Continuing, you also gain a very small random accuracy and damage bonus equivalent to strain-Reinforcing. If you have 15 or less Continuity remaining, this command Breaks only as many points as would leave you with 1 Continuity. When you '''>reset''', every 40 points of HP you have remaining converts back to 1 Stressed Continuity, up to a maximum of how much was originally Broken. It should be noted that Continuing is an ''inefficient use of Continuity''. Using other >strain commands up front gives better returns for investment. This is to prevent "waiting to see if you lose and then hitting the Continue command" from being the best strategy.<br><br />
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Additionally, a character may voluntarily Stress or Break some of their own Continuity, using '''>continuity/<strain/break> <#>'''. This provides no mechanical benefit, but is useful to underscore a dramatic moment in RP and indicate that a character is willing to expend extra resources and suffer meaningful harm to achieve something. GMs and other players are naturally encouraged to respect voluntary strain, within the bounds of reason.<br><br />
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A character's maximum Continuity may grow by one per point of total Enhancement that character has. This extra Continuity has no special benefits; the character is still penalized for losing it, and requires the same amount of time and scenes to get it back. Finally, because Continuity is publicly visible, it is acceptable for characters to be able to recognize that another character in the scene is not at the top of their game, and act accordingly; Continuity loss is a meaningful consequence that stems from the result of roleplay, and shouldn't just be ignored.<br><br />
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Public Mantles do not have Continuity, cannot take Continuity damage, and cannot use >strain commands. Continuity is a resource unique to player characters, and part of their special combat advantage over NPCs.<br />
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==Fighting Multiple Opponents==<br />
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 "boss" functions, or "bossing", 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<br><br />
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When fighting multiple opponents, a player uses the '''>boss''' command, defining the number of opponents, and a grade of '''/casual''', '''/normal''', or '''/serious'''. e.x. >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 >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.<br><br />
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[[File:Csys Visual Aid 6.png|thumbnail|right|upright=2.25]]<br />
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When a player is part of a group arrayed against a single boss, they should use the '''party/start <name>''' command to create and name a Party, or the '''>party/join <name>''' command to join an existing Party of that name. '''>party/leave''' exits the Party. '''>party/view''' shows all active Parties to join. Using a Party is important to get the benefit of all Assists of involved characters. '''>reset after everyone has joined''' to guarantee that all Assists are affecting all members of the Party.<br />
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'''Boss Situations:''' In general, a player should use >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. >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. >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 "may actually win", 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.<br><br />
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::''Casual:'' The player's HP, Drive, Hype, and resources are multiplied to match the number of the opponents, and that's it.<br><br />
::''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.<br><br />
::''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.<br><br />
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'''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 suck the joy out of building and specializing a character, and should be avoided.<br><br />
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Importantly, >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 >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 >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.<br />
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'''Own Character Participation:''' We ask that scene-runners refrain from adding their own character to a coded battle against the NPC they are controlling. While technically sound within the csys, further escalating the value of >boss to account for your own PC serves only to diminish the impact and agency of other attendees to your scene, as well as tie up time and focus with what amounts to playing with yourself. If you wish to mechanically represent your character's salient contributions to a battle, rather than take them as assumed, it should suffice to simply join them to the Party, in order to lend their Assist. If you would like greater drama and emphasis to come from the players cooperating with your character, we strongly suggest the use of '''GM commands'''.<br><br />
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==GM Commands==<br />
'''>HPloss/<Type> <#>'''<br><br />
*<Type> can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular "raw" HP.<br><br />
You lose that much HP of the specified type.<br><br />
'''>HPgain/<Type> <#>'''<br><br />
*<Type> can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular "raw" HP.<br><br />
You regain that much HP. Not useable with your personal Mantle. Use is logged..<br><br />
'''>HPgrant/<Type> <Name> <#>'''<br><br />
*<Type> can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular HP.<br><br />
*<Name> references the name of the targeted character.<br><br />
The target regains that much HP. Not useable with your personal Mantle. Use is logged.<br><br />
'''>driveloss <#>'''<br><br />
You lose that much Drive<br><br />
'''>drivegrant <Name>=<#>'''<br><br />
*<Name> references the name of the targeted character.<br><br />
The target gains that much Drive. Not useable with your personal Mantle. Use is logged.<br><br />
'''>hypeloss <#>'''<br><br />
You lose that much Hype.<br><br />
'''>hypegrant <Name>=<#>'''<br />
*<Name> references the name of the targeted character.<br><br />
The target gains that much Hype. Not useable with your personal Mantle. Use is logged.<br><br />
'''>sell'''<br><br />
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.<br><br />
'''>hardsell'''<br><br />
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.<br><br />
'''>fullsell'''<br><br />
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.<br><br />
'''>nosell'''<br><br />
Cancels any active sell commands.<br><br />
'''>weakminor'''<br><br />
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 >HPloss for announced damage.<br><br />
'''>weakmajor'''<br><br />
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.<br><br />
'''>weakcritical'''<br><br />
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.<br><br />
'''>strong'''<br><br />
Cancels any active weak commands.<br><br />
'''>delevel'''<br><br />
Drops your Weight class by one.<br><br />
'''>relevel'''<br><br />
Resets your Weight class back to normal.<br><br />
'''>pull/<Adjective/None>'''<br><br />
*<Adjective> can be Minor, Moderate, or Solid. Using none in place of an adjective will turn it off.<br><br />
Decreases all of your stats stats by the specified Adjective. Using the /none switch cancels any active pull.<br><br />
'''>grantbuff <Name>=<Cost>/<Stat>'''<br><br />
*<Name> references the name of the targeted character.<br><br />
*<Cost> references the Hype cost of the Buff Push you're copying.<br><br />
*<Stat> references the stat the Buff will apply to.<br><br />
The target gains a Buff equivalent to the Push. Not useable with your personal Mantle. Use is logged.<br><br />
'''>debuffself <Cost>/<Stat>'''<br><br />
*<Cost> references the Hype cost of the Buff Push you're copying.<br><br />
*<Stat> references the stat the Buff will apply to.<br><br />
You gain a Debuff equivalent to the Push.<br><br />
'''>DoTself <Type>/<Cost>'''<br><br />
*<Type> can be either Burn or Venom.<br><br />
*<Cost> references the Hype cost of the Buff Push you're copying.<br><br />
The next attack you take applies DoT equivalent to the Push.<br><br />
'''>breakself'''<br><br />
Purges all of your Buffs.<br />
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==Applying and Upgrades==<br />
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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.<br />
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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 (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.<br />
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The application for Enhancement Levels or other upgrades is here: [[Enhancement Application]]<br />
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'''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 "for going to stuff and being around a while", 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 "Put in a little more work first".<br />
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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.<br />
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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.<br />
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==Stance on Combat RP==<br />
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'''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. <br />
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That said, we expect a certain amount 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. Likewise, most parts of a character's build can be freely changed for a reason. If a player walks into a fight with an Enhanced, Heavy, high-Endurance Immovable character, neglects to use any damage-increasing Quirks or Signatures, has no teammates who can help deal damage, and mostly just bounces off of them, especially if they're tepid about using their Hype, Drive, and defense actions on "not bouncing off", the system is still working as intended.<br />
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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.<br />
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'''Lethality and Consequences:''' This is mostly covered in our [[Combat#Strain and Continuity|Continuity section]], but bears explaining a little further. MCM and its csys presume that player characters are very good at defending themselves, that damage and injury to player characters is handled with cinematic logic, and that all PCs are able to access necessary recovery supplies in some way. We do this because a status quo of characters all being routinely ground to bloody paste on a weekly basis despite their alleged competence, and yet always miraculously surviving and being gung-ho ready for more, badly strains suspension of disbelief, fosters an unnecessarily grim tone, and creates an unpleasant atmosphere of unspoken obligation where players have to "race to the bottom" of getting the most bloodied up, or else feel like they're being disrespectful. Fights ending because one side has a convincing reason to stop is normal, whether that be because one or more characters has reached the point of risking serious injury, realized they aren't going to win, that circumstances have changed, their objectives are no longer valid, or the players ran out of time and had to make up an excuse.<br />
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To reiterate: Hit points are not meat points. We don't want players stressing over each individual combat pose, worrying if they're giving each individual attack the precise amount of respect they think their opponent thinks it hypothetically deserves. The only time this can be considered abusive is when a character isn't respect the overall genre conventions of what they're playing (i.e. we expect Batman isn't deflecting artillery shells by flexing his abs, even if the artillery attack only dealt 100 damage in csys code). It's fine for characters to play out combat in a way that reflects their source (for instance, a regenerator is probably going to take more gory damage so they can show off their regeneration), but it should serve to remember that lasting Strain isn't even incurred until below 40% HP.<br />
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The requirement to make this freedom work is that players respect the Continuity bar. Repeated, cumulative skirmishes should take their toll on a character, and >strain commands represent a tonal shift where a character has chosen to fight with greater emphasis and a more serious genre of presentation. Characters with damage on their Continuity bar are expected to honour the state of strain that they are in, and roleplay the associated drawbacks of being injured, exhausted, stressed, or depleted of valuable resources. This is something we consider really crucial to validating roleplay, maintaining the authenticity of conflicts, and preserving a valuable sense of scene to scene continuity; hence the name. We recognize that it is possible, from extreme use of >strain/commands, for a character to reach a level of Continuity that might take a very long time to recover from, or they may simply have not played a character for a while and come back to a chunk of Broken Continuity that still hasn't healed. Regardless of real time passed, that character is still strained, overextended, suffering the after-effects of an injury, stuck with some stubborn problem, or generally off their game in some RP-validating way; if it bothers the player, it's on them to figure out something that satisfies them.<br />
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'''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 "reverse engineering" 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.<br />
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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 "what you see is what you get" 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.<br />
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'''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.<br><br />
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 "long memory", 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.<br />
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==Commands Glossary==<br />
'''>armory'''<br><br />
Shows all Mantles you currently have in your possession, along with their name, ID, Archetype, and stats.<br><br />
'''>armory/load <ID>'''<br><br />
*<ID> references the number seen next to the Mantle in your armory.<br><br />
Dons the specified Mantle. Will initialize upon >reset.<br><br />
'''>armory/setmainassist <Assist>'''<br><br />
*<Assist> references the name of the selected Assist.<br><br />
Sets the Assist of the character's Personal Archetype (ID 00) to the specified assist. Mantle must be reset to take effect.<br><br />
'''>armory/setmaintype <Archetype>'''<br><br />
*<Archetype> references the name of the selected Archetype.<br><br />
Sets the Archetype of the character's Personal Archetype (ID 00) to the specified assist. Mantle must be reset to take effect.<br><br />
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'''>reset'''<br />
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.<br><br />
'''>scan'''<br><br />
Gives a quick summary of combatants in the room. Shows Archetype, Assist, Weight class, and Enhancement level, as well as HP, Drive, Continuity, and a three Pip Hype indicator, representing a Hype level from 0-4, 5-7, and 8+, multiplied by >boss.<br><br />
'''>sheet'''<br><br />
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.<br><br />
'''>addquirk <Quirk>'''<br><br />
*<Quirk> references the name of the selected Quirk.<br><br />
Used for setting Quirks. Only works for player character Mantles. Mantle must be reset to take effect.<br><br />
'''>removequirk <Quirk><br><br />
*<Quirk> references the name of the selected Quirk.<br><br />
Used to clear individual Quirks. Only works for player character Mantles. Mantle must be reset to take effect.<br><br />
'''>clearquirks'''<br><br />
Removes all currently equipped Quirks. Only works for player character Mantles. Mantle must be reset to take effect.<br><br />
'''>setsig <Signature>'''<br><br />
*<Signature> references the name of the selected Signature.<br><br />
Equips the designated Signature, replacing the current one. Mantle must be reset to take effect.<br />
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'''>attack <Target>=<#>/<Type>:<Description or Title>'''<br><br />
*<Target> is the name of the opponent you are attacking.<br><br />
*<#> is the attack level, either 1, 2, 3, 4, or 5.<br><br />
*<Type> must be either Forceful, Consistent, Efficient, or Dramatic. F, C, E, and D work.<br><br />
*<Description or Title> is free text space to add whatever name or description to the attack you wish. Optional field. Accepts ANSI.<br><br />
Attacks an opponent. Costs are deducted. Your turn "ends" when the attack is resolved.<br><br />
'''>defend <Target>=<Type>'''<br><br />
*<Target> is the name of the opponent who is attacking you.<br><br />
*<Type> must be either Guard, Maneuver, Bolster, Focus, or Rally. G, M, B, F, and R work.<br><br />
Defends against an incoming attack. The attack resolves at this step. Your turn "begins" when the attack is resolved.<br><br />
'''>aid <Target>/<#>:<Stat>'''<br><br />
*<Target> is the name of the character you are aiding.<br><br />
*<#> is the aid level, either 1, 2, 3, 4, or 5.<br><br />
*<Stat> must be either Power, Precision, Endurance, or Mitigation.<br><br />
Aids an ally, granting stacks of ''Moderate'' stat bonuses in exchange for you taking on equal penalties to the sister stat.<br><br />
'''>support <Target>'''<br><br />
*<Target> is the name of the ally you wish to support.<br><br />
Applies your Support action to a targeted ally. Once you choose a target, it cannot be switched until a full turn has passed.<br><br />
'''>cancel'''<br><br />
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.<br><br />
'''>push/list'''<br><br />
Lists all available Pushes.<br><br />
'''>push <Name>/<Cost>'''<br><br />
*<Name> is the name of the Push from the list.<br><br />
*<Cost> is the Hype cost on the list. This specifies which level of the Push you're using.<br><br />
Activates a Push. This can be done at any time, including right before an attack or defense.<br><br />
'''>push <Name>/<Cost>=<Option>'''<br><br />
*<Option> must be Power, Precision, Endurance, or Mitigation.<br><br />
Applies to Buff and Debuff.<br><br />
'''>cancel'''<br><br />
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.<br><br />
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'''>strain/keeps'''<br><br />
Activates "Playing for Keeps". Your Weight class increases by one step, you gain a minor bonus to the random accuracy and damage of your attacks, and a minor penalty the random accuracy and damage of attacks against you, and the expense of a lot of Continuity, based on how much HP you have remaining, and more upon KO.<br><br />
'''>strain/stat <stat>'''<br><br />
*<stat> is the name of the stat you are strain-enhancing.<br><br />
You gain a ''Minor'' bonus to the chosen stat for the rest of the battle, and a minor bonus to the random accuracy or damage of your attacks, or a minor penalty to the random accuracy of damage of attacks against you, depending on whether you chose Precision, Power, Mitigation, or Endurance, respectively. Strains and Breaks Continuity upon use and upon KO.<br><br />
'''>strain/reinforce'''<br><br />
Instantly reinforces your Signature at the cost of Strained and Broken Continuity.<br><br />
'''>strain/continue'''<br><br />
Breaks up to 15 Continuity and refills your HP and Drive for each point Broken. Consuming Strained Continuity fills up only Peril HP instead of normal HP. Can revive you from a KO state.<br><br />
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'''>boss <#>/<Strength>'''<br><br />
*<#> is the number of opponents you intend to fight at once.<br><br />
*<Strength> must be Casual, Normal, or Serious.<br><br />
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.<br><br />
'''>party/start <Name>'''<br><br />
*<Name> is the name of the Party you are creating.<br><br />
Creates a party by the designated name.<br><br />
'''>party/join <Name>'''<br><br />
*<Name> is the name of the Party you are joining.<br><br />
Joins a Party by the designated name.<br><br />
'''>party/leave'''<br><br />
Leaves the party you are currently joined to.<br><br />
'''>party/view'''<br><br />
Shows currently active parties, their participants, and their health levels.<br><br />
'''>queue'''<br><br />
Shows all of your incoming and outgoing attacks pending.<br><br />
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==Mantle and Combat Resources==<br />
Now that you've read the above, here is the current range of:<br><br />
All available [[Archetypes, Assists, Quirks, Signatures]]<br><br />
All available [[Pushes]]<br><br />
All available [[Enhancements]]<br><br />
A list of public mantles can be seen with the -> >armory <- command.<br />
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If you didn't read the above: go do it.</div>Relianthttp://multiversemush.com/mw/index.php?title=Combat&diff=16855Combat2023-03-02T22:58:18Z<p>Reliant: /* Mantle and Combat Resources */</p>
<hr />
<div>==AGE and Mantles==<br />
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 "core" 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 "Mantle" paradigm, explained as follows.<br />
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A "Mantle" 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 "stat block", "combat sheet", or "loadout". 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.<br />
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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 "owned" by the system itself.<br />
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A character comes with their personal Mantle when they are first created, always accessible with '''>armory/load 0000'''. When you feel the need to try on another, use '''>armory''' to see a list of all available Mantles. From there, use '''>armory/mantle <List #>/<Mantle #>''' to load one from the chosen list. The next time you ready for combat, you will don the selected Mantle. Using the '''>reset''' command will initialize the Mantle you currently have claimed. Many of these public Mantles have the unlisted Quirk "Encounter" equipped, at I, II, or III. This Quirk totals up all the damage dealt to a character during their defense round, and deals ''10%/20%/30%'' of that damage again. These Quirks exist to speed up players vs NPC battles against foes of lesser consequence.<br />
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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, 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.<br />
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==Combat Profiles==<br />
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[[File:Csys Visual Aid 1.png|thumbnail|right|upright=2]]<br />
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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 '''>sheet''' command. An example has been inserted and labeled above.<br />
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'''1: Archetype:''' A character's Archetype is roughly analogous to a "character class". 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 '''<time>''' cooldown. Archetypes are visible to other players.<br />
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'''2: Quirks:''' A 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 additionally equip a single 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 >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.<br />
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'''3: Signature:''' A 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 "season their combat experience to taste", 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.<br> <br />
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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 "Incredible" and "Perfect" stats don't exist without an Archetype reallocation; most stats on most characters are within a step or two of "Decent". Stats are invisible to other players.<br />
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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.<br />
:'''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.<br />
:'''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.<br />
:'''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.<br />
:'''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.<br />
:'''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 "intentionally overpowered", 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.<br />
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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. <br />
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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.<br />
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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 "Meat Points".'' 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 "superficial" may vary). HP is visible to other players as a percentage of your maximum. Any HP the character has in excess of their maximum is burned after defending, converted to 1 cap-breaking Drive per 4 HP. In addition to a character's "raw" HP, some of their HP bar might be converted into other forms.<br><br />
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[[File:Csys Visual Aid 2.png|thumbnail|right|upright=1.15]]<br />
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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 (effects that adjust this rate prioritize the highest shield block). 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. Shield HP in excess of a character's maximum Shield is burned after defending, converted to 1 cap-breaking Drive per 5 Shield HP, including passive recharge.<br />
::'''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. Armor HP in excess of a character's maximum HP is burned after defending, converting twice as much HP to Armor HP.<br />
::'''Peril HP:''' Peril HP is much more fragile than normal HP; every ''one'' point of damage depletes ''two'' points of Peril HP. However, any Peril HP left over from an attack is automatically recovered on the character's next turn. Peril targets "raw" HP directly, and appears above Armor HP, but below Shield HP. Inflicting Peril HP is a strong means of overcoming a powerful defense with a followup attack. If Peril HP is inflicted to a character with only Peril or Fade HP remaining, every two points of Peril damage depletes one Peril HP. If Peril HP is inflicted on a character with remaining Armor HP but no "raw" HP, every two points of Peril damage converts one Armor HP. Peril has ''no effect'' on Shields.<br />
::'''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. If Fade HP is inflicted to a character with only Fade or Peril HP remaining, every two points of Fade damage depletes one Fade HP. Fade has ''no effect'' on Armor.<br />
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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.<br />
::100-81: Primed The character gains a Moderate bonus to Mitigation and Endurance.<br />
::80-56: Ready The character gains no bonus and suffers no penalty.<br />
::55-21: Lagging The character suffers a Minor penalty to all stats.<br />
::20-1: Overextended The character suffers a Solid penalty to all stats.<br />
::<1: Wavering As Overextended, and the character loses 20% of their max HP after each attack.<br />
::-25: Spent The character loses all remaining HP. Their attack aborts, and the character is defeated.<br><br />
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.<br><br />
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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.<br />
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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.<br />
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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. If a bonus is applied unspecified to an attack or defense, it is split between the two relevant stats.<br />
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The ladder of Adjectives, from least to greatest impact, goes:<br />
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''Minor''<br><br />
''Moderate''<br><br />
''Solid''<br><br />
''Significant''<br><br />
''Major''<br><br />
''Superior''<br><br />
''Massive''<br><br />
''Extreme''<br />
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==Core Concepts==<br />
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[[File:Csys Visual Aid 5.png|thumbnail|right|upright=2.5]]<br />
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'''1: Attacking:''' Players take turns attacking each other with the '''>attack''' command, formatted as '''>attack <Target>=<Level#>/<Type>:<Description or Title>''' Attacks come in five levels, which cost different amounts of Drive, and deal correspondingly more damage.<br />
:1/Light: -5 The character regains 5 Drive.<br />
:2/Standard: 10 The character loses 10 Drive.<br />
:3/Heavy: 25 The character loses 25 Drive.<br />
:4/Deadly: 45 The character loses 45 Drive.<br />
:5/Finishing: 60 The character loses 60 Drive.<br />
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'''.<br />
:Forceful: The attack gains a Moderate bonus to Power.<br />
:Consistent: The attack gains a Moderate bonus to Precision.<br />
: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.<br />
:Dramatic: The attack has a level-based chance to generate Hype.<br />
::1: 0-1 Hype<br />
::2: 1-2 Hype, leaning on 1<br />
::3: 1-2 Hype, leaning on 2<br />
::4: 2-3 Hype<br />
::5: 3-4 Hype<br />
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.<br />
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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 '''>defend''' command, formatted as '''>defend Target=<Type>:<Description or Title>'''. The types of defense are: '''Guard''', '''Maneuver''', '''Focus''', '''Bolster''', and '''Rally'''.<br />
:Guard: The defense gains a Moderate bonus to Endurance against the attack.<br />
:Maneuver: The defense gains a Moderate bonus to Mitigation against the attack.<br />
:Focus: Your next attack gains a Solid bonus to Precision, but the defense takes a Minor penalty.<br />
:Bolster: Your next attack gains a Solid bonus to Power, but the defense takes a Minor penalty.<br />
:Rally: The defense takes a Minor penalty to both Endurance and Mitigation against the attack, but you gain 5 Drive.<br />
After each defense, the defender regains Drive and Hype at their passive rate, up to their maximum.<br />
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[[File:Csys Visual Aid 3.png|thumbnail|right|upright=2]]<br />
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'''3: Resolution:''' The resolution of an attack and its paired defense is considered the end of the attacker's "turn" 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.<br><br />
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.<br><br />
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.<br><br />
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[[File:Csys Visual Aid 4.png|thumbnail|right|upright=2]]<br />
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"Heat" 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.<br><br />
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.<br />
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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 '''>push/list''' displays the complete list of Pushes, their effects, and their associated Hype cost. To activate one, the command is '''>push <name>/<cost>''', sometimes followed with '''=<option>''' in the case of Buff and Debuff.<br><br />
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'''5: Aid:''' Aid actions are the primary means by which players can lend support to one another in combat when working as a team. Aid commands range from levels 1-5 just like attacks, but cost no Drive to use, and can be used any time, as many times as a player wishes. Using the '''>aid <name>/<level>:<stat>''' command grants the designated ally a number of stacking ''Moderate'' bonuses to the chosen stat equal to the aid's level. In exchange, the user takes on an equal number of stacking ''Moderate'' penalties to the ''sister'' stat. ex. An aid of 3:Power grants an ally 3 stacks of Power bonus, but the user takes on 3 stacks of Precision penalty. A number of stacks are ''applied to and consumed by'' the attacks or defenses the player makes equal to the attack's level. Light attacks will be less affected by, and take longer to consume, a bonus or penalty compared to Heavy attacks, and so on. A player can have any number of Aid stacks at once.<br />
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'''EX: Support Actions:''' Some Archetypes have the ability to further 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. 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.<br><br />
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==Strain and Continuity==<br />
The natural expectation of MCM is that characters will, across their career, get into plenty of battles for all sorts of reasons, and that the vast majority of those situations will be of the tone that's most regularly seen in pulp, cape, shounen, and ensemble hero fiction; the kind wherein characters have come to blows over some conflict of interests or ideals, or some other immediate problem, but are looking to settle it without dying. Even when it comes to characters who spend most of their time fighting, we assume that they have a limit to what they're regularly willing to risk or suffer, and so we expect that player characters typically aren't out there spilling their insides for the sake of an old lady's purse. Because MCM's intended band of roleplay is within those genres, characters should normally concede an objective when they're persuasively beaten or outclassed, in whatever form that takes. Thus we ''commit to the standard that HP does not represent lethal physical trauma'', otherwise known as ''"Hit Points are not meat points"''. Day to day battles should mostly result in PG-13 amounts of damage that don't require extensive hospitalization, and we '''firmly''' discourage players from turning their character into a blood puddle in every single fight, for the unhealthy expectations it sets for other players.<br><br />
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Instead, MCM tracks the mid to long term consequences of combat with the '''Continuity Bar'''. Continuity is an abstract representation of how much the character is strained and whittled down by repeated tests to their plot armor and extreme extensions of their power. Damage to a character's Continuity can be considered an amalgamation of significant injuries, stress, exhaustion, depleted resources, and anything else that should slow them down. It's important to note that Continuity is ''all of these things at once, in whatever balance makes sense'', of a level of strain that should roughly match the depth of their Continuity loss.<br><br />
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By default, all characters have '''30''' points of Continuity, and is visible to everyone. As Continuity is lost, the character takes a stacking penalty each point missing, roughly equivalent to a ''Minor'' penalty to all stats for every 5 points of Continuity they drop below maximum. This penalty is applied and updated whenever a character '''>resets'''; losing Continuity in the middle of a fight doesn't update the penalty. Continuity is always lost in one of two ways: It is ''Stressed'', or it is ''Broken''. ''Stressed'' Continuity recovers at a rate of ''one point per three days of real time''. ''Broken'' Continuity recovers at a rate of one point per ''finished scene'' the character participates in, with a minimum of a few poses. If the character's Continuity is only Stressed and not Broken, a finished scene restores a point of Stressed Continuity instead. Under ordinary circumstances, Continuity is only lost in the form of Stress, by dropping to ''40%'' of the character's maximum HP, and for each ''10%'' below, including negative HP. If the character has ''only'' Stressed Continuity remaining, however, any ''other'' source of Continuity Strain becomes Broken instead. If a character's entire Continuity bar is Broken, ''they're instantly defeated'' and can no longer fight at all.<br><br />
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For the most part, characters won't see their Continuity drop very far without engaging in a large number of strenuous battles over a short period of time. The primary use of Continuity is to be ''spent'', via the use of '''>strain''' commands. These commands are a tool given to all player characters to decide when they want to deviate from MCM's default combat tone, and to escalate how hard their character is willing to fight. Using them incrementally increases a character's combat power, representing the benefits of the greater efforts they're making and the greater risks they're accepting, but comes with an equivalent cost to their Continuity bar as they strain for a more implausible outcome. In other words, MCM gives every player the ability to decide that their character's theme music is playing at any time, and impartially regulates it by how much Continuity they have to spend. Most fights just aren't the final boss of the entire arc or a character's heroic speech moment, but we let you decide when they are. '''Once a >strain command is activated, it cannot be turned off without a >reset.''' The accuracy and damage adjustments of all >strain commands become marginally stronger when used in a Party, based on its size, to partially compensate for the player shouldering the same cost while having less overall impact as part of a group.<br><br />
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'''>strain/keeps''' switches a character to "Playing for Keeps" mode. It ''upgrades a character's Weight class'' by one step, slightly increases the random accuracy and damage of their attacks, and slightly decreases the random accuracy and damage of attacks against them. It provides a very substantial and visible power up, and traditionally represents when the character is ready to push themselves much further and accept much more bodily harm than usual. Playing for Keeps Breaks and Stresses 1 point of Continuity for every ''15%'' of your maximum HP you have remaining, plus 2. Fractional increments of 15 become an equivalent chance to lose that point of Continuity. Since Playing for Keeps gives large benefits every single turn, getting more turns of use has a higher cost. When you >reset, you ''get back'' 1 Strained and 1 Broken point of Continuity for each 15% of your maximum HP you still have, in the same way. When are KO'd while playing for Keeps, you incur 1 Stress and 1 Break.<br><br />
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'''>strain/stat <stat>''' empowers either Power, Precision, Mitigation, or Endurance for the rest of the fight. The chosen stat gains a ''Minor'' bonus, and an associated minor benefit: Power slightly increases the random damage of your attacks, Precision slightly increases the random accuracy of your attacks, Mitigation slightly decreases the random accuracy of attacks against you, and Endurance slightly decreases the random damage of attacks against you. Any stat strain Breaks 1 and Stresses 2 Continuity. Upon >reset, another 1 Continuity is Broken and another 1 Continuity is Stressed. Multiple stats can be strain-enhanced at once, but the same one cannot be strain-enhanced multiple times.<br><br />
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'''>strain/reinforce''' instantly Reinforces your Signature (as many times as you have opponents). This works identically in all respects to any other source of Reinforcement. You also gain an extremely small benefit to random accuracy and damage; this is a small bonus that mostly helps even out the utility of Reinforcing "honestly" and Reinforcing only right when you need to. You Break and Stress 3 points of Continuity for Reinforcing, and can only strain-Reinforce once per battle.<br><br />
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'''>strain/continue''' restores your HP and Drive at the cost of Continuity, which ''can revive you from a KO state''. When used, 15 points of Continuity are Broken from the top of your bar, and converted to ''20'' HP and ''1'' Drive each. ''A Stressed point of Continuity gives Peril HP''. Being defeated by a very large amount of damage does mean that you gain less effective HP when Continuing, due to the greater resources expended to take you out. After Continuing, you also gain a very small random accuracy and damage bonus equivalent to strain-Reinforcing. If you have 15 or less Continuity remaining, this command Breaks only as many points as would leave you with 1 Continuity. When you '''>reset''', every 40 points of HP you have remaining converts back to 1 Stressed Continuity, up to a maximum of how much was originally Broken. It should be noted that Continuing is an ''inefficient use of Continuity''. Using other >strain commands up front gives better returns for investment. This is to prevent "waiting to see if you lose and then hitting the Continue command" from being the best strategy.<br><br />
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Additionally, a character may voluntarily Stress or Break some of their own Continuity, using '''>continuity/<strain/break> <#>'''. This provides no mechanical benefit, but is useful to underscore a dramatic moment in RP and indicate that a character is willing to expend extra resources and suffer meaningful harm to achieve something. GMs and other players are naturally encouraged to respect voluntary strain, within the bounds of reason.<br><br />
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A character's maximum Continuity may grow by one per point of total Enhancement that character has. This extra Continuity has no special benefits; the character is still penalized for losing it, and requires the same amount of time and scenes to get it back. Finally, because Continuity is publicly visible, it is acceptable for characters to be able to recognize that another character in the scene is not at the top of their game, and act accordingly; Continuity loss is a meaningful consequence that stems from the result of roleplay, and shouldn't just be ignored.<br><br />
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Public Mantles do not have Continuity, cannot take Continuity damage, and cannot use >strain commands. Continuity is a resource unique to player characters, and part of their special combat advantage over NPCs.<br />
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==Fighting Multiple Opponents==<br />
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 "boss" functions, or "bossing", 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<br><br />
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When fighting multiple opponents, a player uses the '''>boss''' command, defining the number of opponents, and a grade of '''/casual''', '''/normal''', or '''/serious'''. e.x. >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 >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.<br><br />
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[[File:Csys Visual Aid 6.png|thumbnail|right|upright=2.25]]<br />
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When a player is part of a group arrayed against a single boss, they should use the '''party/start <name>''' command to create and name a Party, or the '''>party/join <name>''' command to join an existing Party of that name. '''>party/leave''' exits the Party. '''>party/view''' shows all active Parties to join. Using a Party is important to get the benefit of all Assists of involved characters. '''>reset after everyone has joined''' to guarantee that all Assists are affecting all members of the Party.<br />
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'''Boss Situations:''' In general, a player should use >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. >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. >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 "may actually win", 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.<br><br />
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::''Casual:'' The player's HP, Drive, Hype, and resources are multiplied to match the number of the opponents, and that's it.<br><br />
::''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.<br><br />
::''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.<br><br />
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'''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 suck the joy out of building and specializing a character, and should be avoided.<br><br />
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Importantly, >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 >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 >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.<br />
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'''Own Character Participation:''' We ask that scene-runners refrain from adding their own character to a coded battle against the NPC they are controlling. While technically sound within the csys, further escalating the value of >boss to account for your own PC serves only to diminish the impact and agency of other attendees to your scene, as well as tie up time and focus with what amounts to playing with yourself. If you wish to mechanically represent your character's salient contributions to a battle, rather than take them as assumed, it should suffice to simply join them to the Party, in order to lend their Assist. If you would like greater drama and emphasis to come from the players cooperating with your character, we strongly suggest the use of '''GM commands'''.<br><br />
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==GM Commands==<br />
'''>HPloss/<Type> <#>'''<br><br />
*<Type> can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular "raw" HP.<br><br />
You lose that much HP of the specified type.<br><br />
'''>HPgain/<Type> <#>'''<br><br />
*<Type> can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular "raw" HP.<br><br />
You regain that much HP. Not useable with your personal Mantle. Use is logged..<br><br />
'''>HPgrant/<Type> <Name> <#>'''<br><br />
*<Type> can be Raw, Armor, Shield, Peril, or Fade HP. No Type defaults to regular HP.<br><br />
*<Name> references the name of the targeted character.<br><br />
The target regains that much HP. Not useable with your personal Mantle. Use is logged.<br><br />
'''>driveloss <#>'''<br><br />
You lose that much Drive<br><br />
'''>drivegrant <Name>=<#>'''<br><br />
*<Name> references the name of the targeted character.<br><br />
The target gains that much Drive. Not useable with your personal Mantle. Use is logged.<br><br />
'''>hypeloss <#>'''<br><br />
You lose that much Hype.<br><br />
'''>hypegrant <Name>=<#>'''<br />
*<Name> references the name of the targeted character.<br><br />
The target gains that much Hype. Not useable with your personal Mantle. Use is logged.<br><br />
'''>sell'''<br><br />
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.<br><br />
'''>hardsell'''<br><br />
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.<br><br />
'''>fullsell'''<br><br />
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.<br><br />
'''>nosell'''<br><br />
Cancels any active sell commands.<br><br />
'''>weakminor'''<br><br />
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 >HPloss for announced damage.<br><br />
'''>weakmajor'''<br><br />
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.<br><br />
'''>weakcritical'''<br><br />
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.<br><br />
'''>strong'''<br><br />
Cancels any active weak commands.<br><br />
'''>delevel'''<br><br />
Drops your Weight class by one.<br><br />
'''>relevel'''<br><br />
Resets your Weight class back to normal.<br><br />
'''>pull/<Adjective/None>'''<br><br />
*<Adjective> can be Minor, Moderate, or Solid. Using none in place of an adjective will turn it off.<br><br />
Decreases all of your stats stats by the specified Adjective. Using the /none switch cancels any active pull.<br><br />
'''>grantbuff <Name>=<Cost>/<Stat>'''<br><br />
*<Name> references the name of the targeted character.<br><br />
*<Cost> references the Hype cost of the Buff Push you're copying.<br><br />
*<Stat> references the stat the Buff will apply to.<br><br />
The target gains a Buff equivalent to the Push. Not useable with your personal Mantle. Use is logged.<br><br />
'''>debuffself <Cost>/<Stat>'''<br><br />
*<Cost> references the Hype cost of the Buff Push you're copying.<br><br />
*<Stat> references the stat the Buff will apply to.<br><br />
You gain a Debuff equivalent to the Push.<br><br />
'''>DoTself <Type>/<Cost>'''<br><br />
*<Type> can be either Burn or Venom.<br><br />
*<Cost> references the Hype cost of the Buff Push you're copying.<br><br />
The next attack you take applies DoT equivalent to the Push.<br><br />
'''>breakself'''<br><br />
Purges all of your Buffs.<br />
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==Applying and Upgrades==<br />
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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.<br />
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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 (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.<br />
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The application for Enhancement Levels or other upgrades is here: [[Enhancement Application]]<br />
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'''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 "for going to stuff and being around a while", 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 "Put in a little more work first".<br />
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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.<br />
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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.<br />
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==Stance on Combat RP==<br />
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'''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. <br />
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That said, we expect a certain amount 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. Likewise, most parts of a character's build can be freely changed for a reason. If a player walks into a fight with an Enhanced, Heavy, high-Endurance Immovable character, neglects to use any damage-increasing Quirks or Signatures, has no teammates who can help deal damage, and mostly just bounces off of them, especially if they're tepid about using their Hype, Drive, and defense actions on "not bouncing off", the system is still working as intended.<br />
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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.<br />
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'''Lethality and Consequences:''' This is mostly covered in our [[Combat#Strain and Continuity|Continuity section]], but bears explaining a little further. MCM and its csys presume that player characters are very good at defending themselves, that damage and injury to player characters is handled with cinematic logic, and that all PCs are able to access necessary recovery supplies in some way. We do this because a status quo of characters all being routinely ground to bloody paste on a weekly basis despite their alleged competence, and yet always miraculously surviving and being gung-ho ready for more, badly strains suspension of disbelief, fosters an unnecessarily grim tone, and creates an unpleasant atmosphere of unspoken obligation where players have to "race to the bottom" of getting the most bloodied up, or else feel like they're being disrespectful. Fights ending because one side has a convincing reason to stop is normal, whether that be because one or more characters has reached the point of risking serious injury, realized they aren't going to win, that circumstances have changed, their objectives are no longer valid, or the players ran out of time and had to make up an excuse.<br />
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To reiterate: Hit points are not meat points. We don't want players stressing over each individual combat pose, worrying if they're giving each individual attack the precise amount of respect they think their opponent thinks it hypothetically deserves. The only time this can be considered abusive is when a character isn't respect the overall genre conventions of what they're playing (i.e. we expect Batman isn't deflecting artillery shells by flexing his abs, even if the artillery attack only dealt 100 damage in csys code). It's fine for characters to play out combat in a way that reflects their source (for instance, a regenerator is probably going to take more gory damage so they can show off their regeneration), but it should serve to remember that lasting Strain isn't even incurred until below 40% HP.<br />
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The requirement to make this freedom work is that players respect the Continuity bar. Repeated, cumulative skirmishes should take their toll on a character, and >strain commands represent a tonal shift where a character has chosen to fight with greater emphasis and a more serious genre of presentation. Characters with damage on their Continuity bar are expected to honour the state of strain that they are in, and roleplay the associated drawbacks of being injured, exhausted, stressed, or depleted of valuable resources. This is something we consider really crucial to validating roleplay, maintaining the authenticity of conflicts, and preserving a valuable sense of scene to scene continuity; hence the name. We recognize that it is possible, from extreme use of >strain/commands, for a character to reach a level of Continuity that might take a very long time to recover from, or they may simply have not played a character for a while and come back to a chunk of Broken Continuity that still hasn't healed. Regardless of real time passed, that character is still strained, overextended, suffering the after-effects of an injury, stuck with some stubborn problem, or generally off their game in some RP-validating way; if it bothers the player, it's on them to figure out something that satisfies them.<br />
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'''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 "reverse engineering" 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.<br />
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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 "what you see is what you get" 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.<br />
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'''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.<br><br />
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 "long memory", 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.<br />
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==Commands Glossary==<br />
'''>armory'''<br><br />
Shows all Mantles you currently have in your possession, along with their name, ID, Archetype, and stats.<br><br />
'''>armory/load <ID>'''<br><br />
*<ID> references the number seen next to the Mantle in your armory.<br><br />
Dons the specified Mantle. Will initialize upon >reset.<br><br />
'''>armory/setmainassist <Assist>'''<br><br />
*<Assist> references the name of the selected Assist.<br><br />
Sets the Assist of the character's Personal Archetype (ID 00) to the specified assist. Mantle must be reset to take effect.<br><br />
'''>armory/setmaintype <Archetype>'''<br><br />
*<Archetype> references the name of the selected Archetype.<br><br />
Sets the Archetype of the character's Personal Archetype (ID 00) to the specified assist. Mantle must be reset to take effect.<br><br />
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'''>reset'''<br />
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.<br><br />
'''>scan'''<br><br />
Gives a quick summary of combatants in the room. Shows Archetype, Assist, Weight class, and Enhancement level, as well as HP, Drive, Continuity, and a three Pip Hype indicator, representing a Hype level from 0-4, 5-7, and 8+, multiplied by >boss.<br><br />
'''>sheet'''<br><br />
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.<br><br />
'''>addquirk <Quirk>'''<br><br />
*<Quirk> references the name of the selected Quirk.<br><br />
Used for setting Quirks. Only works for player character Mantles. Mantle must be reset to take effect.<br><br />
'''>removequirk <Quirk><br><br />
*<Quirk> references the name of the selected Quirk.<br><br />
Used to clear individual Quirks. Only works for player character Mantles. Mantle must be reset to take effect.<br><br />
'''>clearquirks'''<br><br />
Removes all currently equipped Quirks. Only works for player character Mantles. Mantle must be reset to take effect.<br><br />
'''>setsig <Signature>'''<br><br />
*<Signature> references the name of the selected Signature.<br><br />
Equips the designated Signature, replacing the current one. Mantle must be reset to take effect.<br />
<br />
'''>attack <Target>=<#>/<Type>:<Description or Title>'''<br><br />
*<Target> is the name of the opponent you are attacking.<br><br />
*<#> is the attack level, either 1, 2, 3, 4, or 5.<br><br />
*<Type> must be either Forceful, Consistent, Efficient, or Dramatic. F, C, E, and D work.<br><br />
*<Description or Title> is free text space to add whatever name or description to the attack you wish. Optional field. Accepts ANSI.<br><br />
Attacks an opponent. Costs are deducted. Your turn "ends" when the attack is resolved.<br><br />
'''>defend <Target>=<Type>'''<br><br />
*<Target> is the name of the opponent who is attacking you.<br><br />
*<Type> must be either Guard, Maneuver, Bolster, Focus, or Rally. G, M, B, F, and R work.<br><br />
Defends against an incoming attack. The attack resolves at this step. Your turn "begins" when the attack is resolved.<br><br />
'''>aid <Target>/<#>:<Stat>'''<br><br />
*<Target> is the name of the character you are aiding.<br><br />
*<#> is the aid level, either 1, 2, 3, 4, or 5.<br><br />
*<Stat> must be either Power, Precision, Endurance, or Mitigation.<br><br />
Aids an ally, granting stacks of ''Moderate'' stat bonuses in exchange for you taking on equal penalties to the sister stat.<br><br />
'''>support <Target>'''<br><br />
*<Target> is the name of the ally you wish to support.<br><br />
Applies your Support action to a targeted ally. Once you choose a target, it cannot be switched until a full turn has passed.<br><br />
'''>cancel'''<br><br />
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.<br><br />
'''>push/list'''<br><br />
Lists all available Pushes.<br><br />
'''>push <Name>/<Cost>'''<br><br />
*<Name> is the name of the Push from the list.<br><br />
*<Cost> is the Hype cost on the list. This specifies which level of the Push you're using.<br><br />
Activates a Push. This can be done at any time, including right before an attack or defense.<br><br />
'''>push <Name>/<Cost>=<Option>'''<br><br />
*<Option> must be Power, Precision, Endurance, or Mitigation.<br><br />
Applies to Buff and Debuff.<br><br />
'''>cancel'''<br><br />
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.<br><br />
<br />
<br />
'''>strain/keeps'''<br><br />
Activates "Playing for Keeps". Your Weight class increases by one step, you gain a minor bonus to the random accuracy and damage of your attacks, and a minor penalty the random accuracy and damage of attacks against you, and the expense of a lot of Continuity, based on how much HP you have remaining, and more upon KO.<br><br />
'''>strain/stat <stat>'''<br><br />
*<stat> is the name of the stat you are strain-enhancing.<br><br />
You gain a ''Minor'' bonus to the chosen stat for the rest of the battle, and a minor bonus to the random accuracy or damage of your attacks, or a minor penalty to the random accuracy of damage of attacks against you, depending on whether you chose Precision, Power, Mitigation, or Endurance, respectively. Strains and Breaks Continuity upon use and upon KO.<br><br />
'''>strain/reinforce'''<br><br />
Instantly reinforces your Signature at the cost of Strained and Broken Continuity.<br><br />
'''>strain/continue'''<br><br />
Breaks up to 15 Continuity and refills your HP and Drive for each point Broken. Consuming Strained Continuity fills up only Peril HP instead of normal HP. Can revive you from a KO state.<br><br />
<br />
<br />
'''>boss <#>/<Strength>'''<br><br />
*<#> is the number of opponents you intend to fight at once.<br><br />
*<Strength> must be Casual, Normal, or Serious.<br><br />
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.<br><br />
'''>party/start <Name>'''<br><br />
*<Name> is the name of the Party you are creating.<br><br />
Creates a party by the designated name.<br><br />
'''>party/join <Name>'''<br><br />
*<Name> is the name of the Party you are joining.<br><br />
Joins a Party by the designated name.<br><br />
'''>party/leave'''<br><br />
Leaves the party you are currently joined to.<br><br />
'''>party/view'''<br><br />
Shows currently active parties, their participants, and their health levels.<br><br />
'''>queue'''<br><br />
Shows all of your incoming and outgoing attacks pending.<br><br />
<br />
==Mantle and Combat Resources==<br />
Now that you've read the above, here is the current range of:<br><br />
All available [[Archetypes, Assists, Quirks, Signatures]]<br><br />
All available [[Pushes]]<br><br />
All available [[Enhancements]]<br><br />
A list of public mantles can be seen with the -> >armory <- command.<br />
If you didn't read the above: go do it.</div>Relianthttp://multiversemush.com/mw/index.php?title=Sample_Applications&diff=16854Sample Applications2023-02-23T21:54:44Z<p>Reliant: </p>
<hr />
<div>The following repository of sample applications has been provided by MCM staff. These apps have all been approved for play, and may help guide you in the writing of your own application(s).<br />
<br />
<br> <br />
<br />
=Character Applications=<br />
* [[Sample_App_Hemlock|Hemlock]] - Basic 5.5 character application.<br />
<br />
<br><br />
<br />
=Update Application=<br />
* [[Sample_App_Arthur_Lowell|Arthur Lowell]] - Basic 4.0 to 5.0 update.<br />
* [[Sample_App_Septette_Arcubielle|Septette Arcubielle]] - Basic 5.0 to 5.5 update.<br />
<br> <br />
<br />
[[Category:Tutorial]]</div>Relianthttp://multiversemush.com/mw/index.php?title=Sample_Applications&diff=16853Sample Applications2023-02-23T21:53:47Z<p>Reliant: Removed very old applications from this page, placed them in the Museum category.</p>
<hr />
<div>The following repository of sample applications has been provided by MCM staff. These apps have all been approved for play (with the exception of the default sample TP app), and may help guide you in the writing of your own application(s).<br />
<br />
<br> <br />
<br />
=Character Applications=<br />
* [[Sample_App_Hemlock|Hemlock]] - Basic 5.5 character application.<br />
<br />
<br><br />
<br />
=Update Application=<br />
* [[Sample_App_Arthur_Lowell|Arthur Lowell]] - Basic 4.0 to 5.0 update.<br />
* [[Sample_App_Septette_Arcubielle|Septette Arcubielle]] - Basic 5.0 to 5.5 update.<br />
<br> <br />
<br />
<br><br />
[[Category:Tutorial]]</div>Relianthttp://multiversemush.com/mw/index.php?title=Sample_App_Mei_Hatsume&diff=16852Sample App Mei Hatsume2023-02-23T21:52:50Z<p>Reliant: Shifting into historical item category.</p>
<hr />
<div>=COMMENTARY IN BOLDED ITALICS=<br />
<br />
It is highly recommended you instead view the Google doc [https://docs.google.com/document/d/1vGXmJzb2rUCblsyod2ZaYKXZj7rUrKf0HwOtb9UhrhM/edit?usp=sharing here] instead since it's much easier to actually see things, and there's less of a chance of the formatting being screwed up there. <br />
<br />
''I didn't think I'd hate typing in something more than raw html''<br />
<br />
<br />
=B. CHARACTER SUMMARY=<br />
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 before submitting the application form. (For example --> Name: Your character's name. 18 character limit, no special letters. <-- should simply read --> Name: Link)<br />
<br />
==1b. Profile==<br />
<br />
Name: Mei Hatsume<br />
<br />
Faction: Paladins<br />
<br />
Function: Genius Inventor<br />
<br />
Series: My Hero Academia-1<br />
<br />
'''''The -1 is because there's no other My Hero Academia theme, so I can just use stick -1 to the end of it. If someone else wants to app their own version of the theme, then they could use -2 and so on.'''''<br />
<br />
Quote: Come, take a look, all you companies! Especially the big ones! Look at my super cute babies~!<br />
<br />
Profile: A hero-in-training at U.A. High School (which doesn’t stand for anything), Mei Hatsume is an assertive and self-centered inventor with the innate power to see things from incredibly long distances. She stops at nothing to get her name out there when it comes to advertising her creations, even if it means coming off as extremely selfish and blatantly using other people for her own gain while pursuing any shiny new toys with a single-minded fervor. Although she doesn’t have much direct combat ability to speak of, she makes up for it with creative usage of her mobility-boosting inventions like jumping boots and hydraulic bars to avoid her opponents while wearing them down with gadgets like net guns and glue traps that restrain rather than harm outright. Her specialty, however, is coming up with new inventions to support herself and her allies, amplifying their strengths and mitigating their weaknesses while analyzing opponents from afar with her amplified sight range. <br />
<br />
'''''The U.A. would be theme jargon that should be explained even if it's a name, but it literally doesn't stand for anything except maybe a Japanese language pun.'''''<br />
'''''Otherwise, this covers her personality, her flaws, her advantages, and what little backstory she actually has.'''''<br />
<br />
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).<br />
<br />
FC<br />
<br />
=3b. Advantages=<br />
This section is divided into three categories: DEFINING, SIGNIFICANT and MINOR. Some advantages have a minimum advantage classification. For more information, please refer to http://multiversemush.com/mw/index.php?title=Advantages<br />
For examples of already approved advantages, use +comply in-game and +advantages with the characters' names to look at their advantages. You can also view this spreadsheet for a more detailed breakdown of many common and (some uncommon) advantages.<br />
<br />
'''3b-1. Advantages: Defining''' advantages are those that make your character unique; i.e., if they didn't have them, they wouldn't be who they are. They are the most often used and obvious part of your character's abilities. Your character has two of these.<br />
<br />
'''Genius Inventor''': As a student in the Department of Support, Mei specializes in building tools and gadgets used to support Heroes on the field. Her specialty is making gadgets that augment the user’s mobility: jet packs and jump boots to get airborne quickly without actually flying, wire arrows and hover boots to scale scale steep surfaces, and balancing wings to prevent unintentional falls. Mei also has multiple tools to augment the wearer's speed: rocket boots for raw speed, and hydraulic bars with movement sensors for quick bursts of speed to aid evasion even against attacks from behind.<br />
<br />
'''''Crafting with a tool/gadget flavoring that gives an idea of where the boundaries of this advantage are. She’s not going to be casting Final Fantasy spells to create these effects, but actually making stuff or pulling something out that mimics whatever function. Note that crafting is the physical gear variant of powershare, or allowing the character to use their advantages to benefit other characters for the scene. For other characters to KEEP those benefits from crafting/powershare, however, they still need to submit upgrade applications to do so.'''''<br />
<br />
'''''Mentioning that her stuff doesn’t grant flight limits this to mobility-boosting gear.'''''<br />
<br />
'''Inspired Creator <Copy2>''': Inspiration can come from anywhere, and Mei can see the potential for new inventions almost anywhere. By watching other people and analyzing their abilities and gear, she can eventually develop gadgets to imitate that function. She doesn’t always update and refine what she comes up with, though, frequently going back to the drawing board when inspiration strikes from somewhere else.<br />
<br />
'''''Copy2 with yet more tool/gadget flavoring! She could theoretically make something that heals people with nanites or whatever, for example, but that would require interacting with a healer and going through the necessary steps to get it via Copy2’s rules.'''''<br />
<br />
'''''All together, this and Genius Inventor are the character’s BIGGEST MOST IMPORTANT tools in her bag of tricks. She pulls stuff out to zip around fast and get around places, and she can make more GADGETY stuff to give to people.'''''<br />
<br />
----<br />
<br />
'''3b-2. Advantages: Significant''' advantages are tricks, powers and skills your character uses often, but may not be a part of the character's core identity. Your character has four of these.<br />
<br />
'''Zoom''': Mei’s Quirk (special ability) is powerful eyesight that allows her to see distant objects and people clearly as if her eyes were telescopes. This can be used to scout out potential threats from far ahead of her as long as her line of sight is not blocked.<br />
<br />
'''''Although this is the character’s Quirk (in-setting, their in-born special power), it’s really not a big deal for her. Other characters in the same theme would certainly get a lot more mileage out of their own Quirks, so they’d have those as Definings. For this character, though, it’s a secondary ability because her real focus and what she’s known for is making stuff.'''''<br />
<br />
'''Combat Tools''': Although direct combat is not Mei’s strong point, she can still hold her own in a fight through her numerous gadgets meant for hindering enemies. She can impede movement by using net guns, glue spillers, and wire arrows fired strategically around a target or in their path. She can also halt someone more directly by electrifying her wire arrow (and cable) or shooting them with a taser '''to temporarily stun them, although this does not produce enough of a shock to be comparable to an actual lightning/electricity-based attack'''. Practicing with her net guns and taser has also given Mei some moderate skill with handguns/pistols, although she doesn’t actually own any real guns.<br />
<br />
'''''First things first: This is not something the canon character does as far as I am aware. HOWEVER, this fits with the character’s general combat style as shown in the series and makes it easier to actually get involved in scenes. It’s permitted to do this with characters if it means making the actual play of the character smoother, or even the opposite can be done where you excise parts of a character’s moveset to make things easier to actually play. You could even do that to keep some room open for future upgrades and character growth!'''''<br />
<br />
'''''The bolded section was added in a revision because without that addition, it was not clear whether this was merely a non-lethal attack or if it could be a way of taking an electric/elemental attack, going over the 3 point limit per advantage. Thus, that part was added to make it clear that this is not intended as an elemental bullet. The breakdown was correct, but the writeup is what everyone ultimately sees and is actually approved. What the breakdown did was make it clear that non-lethal attacks were the intent, so the fix needed was to make this writeup clear about it not being an elemental attack as could be implied.'''''<br />
<br />
'''Support Tools''': Mei has developed a whole host of support tools that assist her allies simply by being worn on their bodies. Arm and leg gear predict the wearer’s movements to help them move more efficiently and with less effort. This not only allows them to keep fighting and working for longer, but these parts also bolster the wearer's physical strength dramatically and help them to resist injuries.<br />
<br />
'''''Crafting in the above Defining advantage means that stuff in lower advantages, such as this one, can be used on people other than herself. Thus, she could wear these things to bolster her physical stats, or she could even let other people wear them (only for the one scene she’s in, not permanently without an upgrade application) to get a boost to their stats as well.'''''<br />
<br />
----<br />
<br />
'''3b-3. Advantages: Minor''' advantages are things that are useful to the character, but are generally only useful occasionally and lack potency. There is no limit on these, but please keep them to a reasonable level.<br />
<br />
'''Support Department Resources''': One perk of being a Support Department student at U.A. High School is access to raw materials for developing support tools and gadgets.<br />
<br />
'''''Flavor! It’s never going to be used to say that Mei has lots of money and throw resources at a problem to solve it, but it does give a concise image of how she’s able to keep making stuff.'''''<br />
<br />
'''U.A. Training''': The hero academy's rigorous entry and training standards means that every student must be capable of handling themselves in a fight and in urban environments even without the aid of their Quirks. Mei knows how to throw a punch or five, she's fairly competent at getting around on foot, and she's in better physical condition than the average civilian if she doesn't have the right gadgets on hand.<br />
<br />
'''''Another example of creative license being taken with the character, much like Combat Tools in the Significant section. Since this is in a Minor spot rather than a Significant or Defining slot, it’s not going to get the same amount of sell as her using her gadgets against and Elite. What this can do, however, is provide another flavor of defending herself against mooks, or even provide a moment of dramatic tension when her other advantages are not available for whatever reason. '''''<br />
<br />
----<br />
<br />
'''3b-4. Advantage Breakdown:''' Explain the breakdown of your Advantages. As previously mentioned, each Advantage is allowed to have, at most, three well-defined tricks in it. This section is here to clearly define what you're asking for with each advantage entry, in simple bullet-pointed terms.<br />
<br />
'''Defining'''<br />
<br />
Genius Inventor<br />
<br />
-Crafting (gadgets and mechanical stuff)<br />
<br />
-Mobility items (no flight)<br />
<br />
--Auto-balancer to not faceplant unintentionally<br />
<br />
--Jump boots + jet pack for high jumps<br />
<br />
--Wire arrow + hover soles for scaling steep surfaces<br />
<br />
-Enhanced speed/reflexes<br />
<br />
--Rocket boots for speed<br />
<br />
--Hydraulic bars + movement sensors for reflexes<br />
<br />
'''''Clearly defines what everything does without getting into full writeups themselves. You don’t need to have the sub-bullets, but it might help in case one advantage encompasses a bunch of spells or different gadgets or something that all contribute to one general idea like mobility here.'''''<br />
<br />
Inspired Creator<br />
<br />
-Copy2<br />
<br />
'''Significant'''<br />
<br />
Zoom<br />
<br />
-See far<br />
<br />
-Scouting<br />
<br />
<br />
Combat Tools<br />
<br />
-Debuff<br />
<br />
--Slowing/restraining: Net gun, glue spiller, wire arrow<br />
<br />
-Non-lethal<br />
<br />
--Taser<br />
<br />
--Electrified wire arrow<br />
<br />
-Weapon skill (handgun/pistol style gunshooting)<br />
<br />
--Does not actually have regular guns<br />
<br />
'''''Weapon skills generally come with the appropriate bare minimum required gear to let the skill function, so I’m mentioning that she does NOT have guns here specifically.'''''<br />
<br />
<br />
Support Tools<br />
<br />
-Super strength<br />
<br />
-Super endurance/toughness/stamina<br />
<br />
--Predict user movement for more efficient movement with less effort<br />
<br />
--Boost damage resistance<br />
<br />
'''''Superhumanity is one thing, but emphasizing specific things like strength or endurance gives it more narrative sell overall. Speed is not mentioned specifically here since that’s already covered in her Defining advantage, but it could be without actually “costing” another point since it’s a redundant and overlapping thing.'''''<br />
<br />
<br />
'''Minor'''<br />
<br />
Support Department resources<br />
<br />
-Resources to make stuff<br />
<br />
<br />
U.A. Training<br />
<br />
-Knows how to run around kinda/minor parkour<br />
<br />
-Decent physical conditioning/minor superhuman<br />
<br />
-Can punch okay<br />
<br />
<br />
=4b. Disadvantages=<br />
This is split into three sections: TROUBLE, SIGNIFICANT and MINOR. You must have at least one disadvantage in every category. Keep in mind, the idea is for flaws to be used and to generate RP, rather than simply a thing that justifies your characters powers; flaws that if exploited prevent your character from roleplaying are generally not good flaws. For more information, please consult http://multiversemush.com/mw/index.php?title=Disadvantages<br />
<br />
<br />
<br />
'''4b-1. Disadvantages: A Trouble''' is a deficiency in your character's personality that can be exploited against them in almost any circumstance; rather than hindering your character in a crippling way, it should be something that other players can use to generate conflict in a scene.<br />
<br />
'''Obsessed <Trouble>''': Above all else, Mei is motivated by self-improvement. Her dedication to perfecting her craft and gaining renown, however, frequently supersedes things like common sense and prioritizing important objectives in favor of pursuing those goals. She'll dawdle around dangerous opponents for more time to show off her creations to onlookers instead of actively subduing them, and she’s much more likely to investigate shiny new toys, curious artifacts, and even impressive traps for invention ideas instead of pursuing actual mission objectives.<br />
<br />
'''''VERY IMPORTANT TO HAVE A GOOD TROUBLE no really this is like one of the most important parts of the app. What you want for a trouble is to have a clear general trigger for when the Trouble works. It also needs examples of how this can affect the character, alternative triggers if they exist (generally a good idea to have more), and the reason why this all happens. Troubles don’t need to make a character wrong all the time, but it certainly helps! The general goal with flaws is to provide interesting ways for the character to get involved in things or create conflict, not just screw them over. This is doubly important for troubles since they’re based on the character’s personality and foibles which help flesh out the character as a real character. It gives you an opportunity to put all that work you used on the Personality section to good use! Having clear examples of how flaws (again, ESPECIALLY for Troubles) can be invoked also helps scene runners a great deal so they know how your character’s key character weakness can be brought into play to make the scene that much more interesting!'''''<br />
<br />
'''''ALSO note the tags after the flaw name. This makes it easier for appstaff to process your app quickly once it’s ready for approval!'''''<br />
<br />
<br />
<br />
'''4b-2. Disadvantages: Significant''' disadvantages can be anything nontrivial that can be used against your character, be it physical, mental or something else.<br />
<br />
'''Self-centered <Significant>''': Almost nothing is off limits when it comes to coming up with new inventions and schemes to bolster her reputation at large. Mei has no qualms about taking advantage of individuals and making enemies to pursue her personal goals. Although she'll apologize and attempt to make amends later, she believes her actions are entirely justified and is incredibly unlikely to even consider that she did anything wrong.This makes it even easier for her to get on people's bad sides again and again, eventually finding herself in bad situations without backup or facing people that would have been her backup if not for her past transgressions.<br />
<br />
'''''Bolded section was a minor wording fix to make it clear that she’s going to try, but not that she’ll necessarily succeed. It’s not an issue that’s necessarily going to be fixed ever, so this is also a source of more RP to do things like generating rivals, antagonizing people, and so on. Remember: the goal is to generate RP with these flaws, not to just slap something in that technically works and isn’t actually interesting for other people to play with.'''''<br />
<br />
<br />
<br />
'''4b-3. Disadvantages: Minor''' are disadvantages that can be a little obscure, or that don't come up often, but are still an issue for your character; they can also be something that comes up often but is more inconvenient than an outright impediment.<br />
<br />
'''Careless <Minor>''': As meticulous as Mei can be when it comes to coming up with inventions and perfecting them, she can be rather hasty when it comes to little things like taking proper safety precautions. It’s not unheard of for her newer creations to malfunction at random, causing herself or her test subjects to get injured. She also tends to look at the broader picture than focusing on smaller details when it comes to following or making plans, meaning potentially important but seemingly small details can be overlooked in favor of doing something with as much flash and pizzazz as possible.<br />
<br />
'''''Bolded section was to help strengthen the Minor from being merely a quirk in her mannerisms to something that can generate more interactions between characters when something goes wrong, BUT HEY LOOK HOW COOL THAT WAS. It’s not something that’s going to cause as many problems as the other two flaws, but it is something that could come up.'''''<br />
<br />
=5b. Themelisting=<br />
<br />
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. Additionally, we'd be interested in knowing if there are any series -- preferably but not necessarily existing in our standing +themelists -- that you'd be interested in seeing your theme mixing with as neighbors in the Multiverse.<br />
<br />
A Quirk is an abnormality in a human that manifests as a special ability. Although they had once been rare, they have now become common enough that those without Quirks have become the minority. In a world where superpowers both fantastic and strange have become the new normal, Heroes and Villains too have become an accepted fact of everyday life. Heroes, although heavily regulated, are rewarded handsomely for their efforts in neutralizing and preventing Villains from taking advantage of their Quirks to commit crimes against the less genetically lucky. Becoming a Hero is even a valid and lucrative career path in this new world! <br />
<br />
'''''Explains some terminology/jargon about the setting, the setting itself.'''''<br />
<br />
Numerous Hero Academies sprung up to account for the growing population of people with fantastical powers that would need proper guidance and training. U.A. High School, the top Hero Academy in the world, is renowned for its all-star faculty. All Might, the world’s greatest Hero, is among the school’s newer teachers dedicated to cultivating the next generation of Heroes. As more aspiring Heroes and Heroes-in-Training appear, however, so too have Villains seeking to make their own mark on society, whether for their own gain or for more nefarious purposes.<br />
<br />
'''''Gets more in-depth with where potential characters could come in from and some potential hooks whether someone wants to get involved with the theme or app into it themselves.'''''<br />
<br />
=C. CHARACTER INFORMATION=<br />
<br />
==1c. Personality==<br />
<br />
Describe your character's personality, in 500 words or more. We want an overview of their motivations, hopes, fears, and failings. For OCs, this is meant to establish their general character but isn't set in stone. For FCs, this is to demonstrate to us that you know the character you're asking to play. If you need help, take a look at Nathan Hall's personality guide. Note that 2c and 3c count towards your word count.<br />
<br />
Mei Hatsume may appear to be selfish and overly obsessed with gadgets and finding investors with a lot of money at first glance, but that would only be half true. At her core, Mei is an inventor motivated by self-improvement rather than outright greed. Having investors means access to better materials and resources to perfect her craft, and perfecting her craft means developing better tools to help Heroes and police fight back against Villains and crime. To that end, she's more than willing to do whatever it takes to push forward with her craft and building her reputation among potential business partners even if it means taking advantage of other people she should be getting along with. <br />
<br />
She really is obsessed with gadgets and technology, though.<br />
<br />
Outside of the context of gadgets and investor, Mei is fairly straightforward and honest. She knows enough about proper etiquette not to make a fool of herself, but she won't mince words just to avoid hurting someone's feelings. She’d much rather have someone learn from something she says outright even if they get angry at her initially instead of dancing around the issue and letting it snowball later. Besides, if they get angry, she can always apologize later and then let them work it out later after they’ve calmed down.<br />
<br />
==2c. Factional Relations==<br />
<br />
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 sort of conflict might your character have with that faction's ideology, and how might it be resolved in play?<br />
<br />
With the Paladins having the best public relations department of the three major players, there’s little question as to who Mei would naturally veer towards. Even without that, however, her home’s government is largely focused on regulating people with Quirks to make sure they don’t go overboard using them. She doesn’t actually have any sway over anyone back home, of course, but being raised in a RESPECT THE LAW environment means it’d be pretty hard for her to buck that inclination to make sure she colors inside the lines most of the time.<br />
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The Concord might be a source of potential on-off working relationships, though, since Mei can’t ignore that the Concord also has a shitload of resources she could take advantage of. She’d be pretty selective about potential clients from the Concord, though.<br />
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The Watch would be a very rare source of collaboration for her since being a vigilante is practically the opposite of what she’d want to do if she wants to maintain a good rep. Having her creations connected to a Watch operation gone bad could also tank said rep, too, so she’d be incredibly skeptical of working with the Watch without advance prep work (mostly filing off any identifying serial numbers).<br />
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'''''Goes into all three factions so the choice of faction is clear. If you’re apping an unaffiliated character, this section is still very helpful so you and appstaff can have an idea of where the character’s going. It might even help you realize that a character might fit with a certain faction more than you realized!'''''<br />
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==3c. In the Multiverse==<br />
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How does being in the Multiverse change things for, or about your character? What would motivate them to go out and interact beyond the borders of their own world?<br />
<br />
So much PR. So many potential investors. Mei’s world is already full of people with Quirks, but the Multiverse has even more people with weird abilities to draw inspiration from. With any luck, there might even be something she starts working on that would be worth refining and perfecting over time. There’s also the draw of having an even broader audience to appeal to, especially if there hasn’t been much interaction between her home and the Multiverse yet. <br />
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==4c. Background==<br />
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Give us a brief, concise overview of your character's background. More thorough backgrounds are expected of alternate universe takes on canon characters, high-powered original characters, and some other special cases. Otherwise, keep this shorter than your personality section.<br />
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Mei makes stuff.<br />
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She’s in the Support Department of her school because her Quirk is kinda shitty but she’s good at making stuff.<br />
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That’s it that’s her entire backstory. She shows off a lot during the sports festival and uses a guy to show off her stuff for ten minutes instead of fighting, I guess.<br />
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'''''Brief and concise is the name of the game here! We really don’t need a lot of stuff here, just the bare bones to know where the character is coming from. Granted, this section could be longer for more main character types, but it really doesn’t need to be all that long. This character just so happens to be more of a side character, so she literally doesn’t get much backstory in her own canon. Since I wasn’t doing an alternate take of this character, she’s also not going to have much embellishment there, either.'''''<br />
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==5c. Combat==<br />
Give us an idea of how good your character is in a fight, with emphasis on relative effectiveness and importance in their source material. Specific questions to answer: Do they have room to grow, and if so how much? Where do they sit in their setting-- are they the final boss, a recurring midboss, a one-off, or something else? If this is an OC, why is your character where they are in their hierarchy? Optionally suggest a PL or range you think is appropriate, but understand it's non-binding and by default not discussed with applicants.<br />
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She’s not really shown fighting in the series, but she does at least make SPEEDMAN look like a chump in the one fight she is in. She technically loses it because she steps out of bounds, but that’s after using him to show off how effective her gear is and making sure the investors can see it. <br />
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My take on her here would be more competent/actually fighty, but largely focused on the support role and going for secondary objectives instead of getting into slugfests with anyone. I’d probably peg her anywhere at a 28 or 30 at most.<br />
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'''''She’s not a main character, and she’s barely even a combatant. Still, she does hold up well enough against someone who IS a combatant, so she’s definitely not useless. Otherwise, though, this section is subject to the general PL rules. Since I’m apping this character from early in the series AND she’s a non-combatant, 28 would have been fine. She was eventually approved with a PL of 30.'''''<br />
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[[Category: Museum]]</div>Relianthttp://multiversemush.com/mw/index.php?title=Sample_App_Sir_Bedivere&diff=16851Sample App Sir Bedivere2023-02-23T21:52:27Z<p>Reliant: Shifting into historical item category.</p>
<hr />
<div>'''1. WHO ARE YOU UPGRADING?'''<br />
<br />
What is the name of the character you want to upgrade? If you're changing their @name, please say so here.<br />
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<br />
Sir Bedivere.<br />
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'''2. ADVANTAGES'''<br />
<br />
If you are updating your Advantages, fill out the appropriate categories below with your COMPLETE UPDATED ENTRY. You do not need to include entries you're not updating. So, for example, if the only thing you're updating is NPCs, that's all you should fill out below.<br />
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'''2-1. POWERS'''<br />
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Superhuman powers, spells, etc.<br />
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Dal Riata Heritage: A foreigner in Camelot, Bedivere is the son of a filidh, a local bard and magician from the northern kingdom of Dal Riata. Since he is still new to using his abilities, he'll still register as an ordinary mortal to all but the most keen of supernatural senses.<br />
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: Magic Circuits: Bedivere possesses magic circuits and potential beyond the level of most mortals, although largely untrained, and it allows him to support a Servant without risk of harm to himself. Although few in number, his magic circuits are of uncommonly high quality, and thus may register to the sensitive as more numerous than they really are.<br />
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Novice Filidh: Under the guidance of Loros, Bedivere has begun to learn the basics of magic and how to use it. Since he hails from an age where mortals were much closer to the otherworldly, he has great potential, even though he's only begun his training.<br />
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: Sight: By activating his magic circuits, Bedivere can see his surroundings for what they really are, piercing through illusions, veils, and other such occlusions. (Consent required to see through player-created illusions.)<br />
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: Energy Transfer: Through the use of his magic circuits, Bedivere can transfer life energy from one thing to another. As of yet he can't move a great amount, but it can be enough to infuse small, quarter-sized objects. Most of this utility to him is the ability to transfer energy from himself to his Servant.<br />
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: Cantrips: Other minor skills Bedivere has learned include very small and minor illusions, conjuring dancing lights, changing the colour or flavour of things for a short time, and simple actions like lighting a candle. Most of these skills are extremely minor, and not very useful for offensive or defensive purposes, although they can be useful distractions if he catches his opponents unawares.<br />
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'''2-2. SKILLS'''<br />
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Learned skills. Swordsmanship, hacking, etc.<br />
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Skills of the Knight: Bedivere is well-trained in the use of a range of melee weapons and shields familiar to a soldier of the mediaeval period. These include axes, flails, lances, maces, morningstars, and swords. His greatest skill, however, is in the use of spears as both melee and thrown weapons, with incredible strength and finesse. He is also an expert horseman, able to fight and ride, as well as handle agitated horses with ease.<br />
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Skills of the Marshal: As the Left Hand of the King, Bedivere was entrusted with the full military authority of King Arthur's armies. Generals answered to him, and it fell to him to command the men in Camelot's many campaigns. As a result, Bedivere has great knowledge of logistics, supply chains, fighting tactics, and how best to use a given group of men to their fullest potential. Furthermore, he has an extremely tactical mind, able to use the environment to his advantage, and yet still fight in a way that is still honourable. It was once said that Bedivere was also an excellent chess player; of Camelot, second only to Merlin.<br />
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Skills of the Watcher: Honed throughout his life, Bedivere's powers of perception are tremendously keen. His skills are hardly supernatural, but stem from a lifetime of training himself to notice that which often goes overlooked. Regardless of the sense, he has taught himself to pay attention to the subtle things, and to find patterns in what might otherwise seem like chaos. He hears subtle sounds some would miss, and spots details others might think insignificant. No detail is too small for him to pay attention to, especially if it's a discrepancy to known information. (Consent required where applicable.)<br />
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'''2-3. ASSETS'''<br />
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Things you own. Lots of money, power armor, etc.<br />
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Dun Realtai: This mediaeval castle and its lands were entrusted to Bedivere by its guardian when he came to its defense. It has been repaired into a formidable bastion of defense, made to withstand both assault and siege.<br />
Castle Facilities: Included on Dun Realtai's lands are an armoury, aviary, barracks, great hall, kennel, kitchen, library, smithy, stable, storage areas, a well, and workshops. All resources available through the castle, such as equipment from the armoury, aviary hawks, kennel hounds, and beasts of burden from the stable, are strictly mundane or non-Elite.<br />
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Command Seals: These supernatural tattoos represent Bedivere's right to command the Saber-class Servant, Arturia Pendragon, as her Master and supporting anchor to the physical world. This tri-fold seal is represented by a stylised sword of Celtic knotwork on the back of his left hand. These command seals afford their own benefits.<br />
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: Absolute Commands: By expending a seal, Bedivere can issue an absolute, one-time command to Saber, though he's unlikely to. This may be a command that goes against her nature, thus forcing her obedience, or it can allow a physical impossibility, such as summoning her to his side in case of emergency. At present, three command seals remain.<br />
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: Location: Though his senses are untrained, Bedivere has a vague idea of where Saber is at any given time. When apart, he also has a vague idea of how long it might take her to reach him, through conventional or unconventional means.<br />
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Knightly Raiment: Through Dun Realtai's facilities Bedivere has access to all manner of armour and weapons of mediaeval make and manufacture. If he feels the need to ride into battle, he also has access to well-trained horses, strong enough to bear a knight in full armour. Equipment available through the castle is strictly mundane.<br />
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'''2-4. NPCs'''<br />
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Important people who do stuff for you. Sometimes large numbers of goons.<br />
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Kepas: An ice elemental in the shape of a greyhound, about the size of a draught horse, that has been entrusted into Bedivere's keeping. Useful for guarding and tracking, Kepas can be given simple commands, and most of the time he can be expected to follow them. His teeth and claws make him a formidable fighter. (PL 26)<br />
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Staff and Servants: The castle of Dun Realtai is staffed by a number of non-Elite mortals. They serve a variety of functions to keep the castle and its village running. Some of their roles include craftsmen, farmers, guards, merchants, and others. They are dedicated and loyal to their lord, and will follow him even into battle if the need arises, although they aren't so numerous as to call a standing army just yet. (PL 0 to PL 25)<br />
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'''2b. ADVANTAGES: PATCH NOTES'''<br />
<br />
If you are updating your Advantages, tell us what you are adding, modifying, or removing here.<br />
<br />
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* Dal Riata Heritage has had its wording changed to reflect Bedivere's training of his fledgling supernatural abilities.<br />
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* Novice Filidh has been added, and details some of the minor abilities Bedivere has been taught to do under Loros' training. Sub-entries for Sight and Energy Transfer have also been added.<br />
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* Skills of the Knight has been streamlined, including more military-focused skills, and had its word count reduced slightly.<br />
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* Skills of the Marshal has been streamlined, including more tactically-focused skills, and had its word count reduced.<br />
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* Skills of the Watcher has been added.<br />
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* Dun Realtai has had its word count reduced. A sub-entry for Castle Facilities has also been added.<br />
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* Command Seals and Absolute Commands have had their wording altered slightly for clarity.<br />
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* Knightly Raiment has been streamlined, and had its word count reduced dramatically.<br />
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* Kepas has been rewritten to reflect recent changes around the castle, and also had its word count reduced.<br />
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* Servants of Dun Realtai has been renamed to Staff and Servants, and has been reworded for clarity.<br />
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'''3. DISADVANTAGES'''<br />
<br />
If you are updating your Disadvantages, put the COMPLETE UPDATED +DISADVANTAGES here. Note that we require a minimum of three Disadvantages on every character.<br />
<br />
<br />
Dun Realtai: The castle and village which Bedivere watches over is a potential vulnerability. He considers himself responsible for the castle, land, and people, so threatening any of those could easily be used to bait him. More than that, he considers it his home, and he will fight to the death to defend it.<br />
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Honour-Bound: As a knight, Bedivere hails from a place and time where one's word is everything. The strict codes of behaviour he lives by are not always advantageous to him.<br />
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: Contract of Word: If he gives his word on any matter, it is a contract as binding as signature. Once given, Bedivere cannot renege without dishonouring himself, as a knight with faithless word cannot be trusted. Even if the terms are clearly disadvantageous to him, Bedivere is compelled to stand on his word.<br />
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: Brehon Law: A complex system of laws dictating aspects of mediaeval life, including the relationship between guest and host, Bedivere is bound as castle lord to show courtesy and honour to his castle guests. If he accepts someone as a guest, or as a host, he is bound not to show them any ill treatment, even if he himself is treated poorly or with violence.<br />
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In the Shape of a Heart: To satisfy a pact, Bedivere accepted guardianship of a piece of Loros' heart, and has sworn to protect it from any and all danger. Although not inherently dangerous, there are a lot of bad things looking for it that could make mincemeat out of the knight. Furthermore, enterprising Union members with a grudge might put him into a compromising position if they knew Bedivere had possession of it, putting him into an extremely awkward position.<br />
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The Gentle Knight: Bedivere is a gentle soul at heart. He dislikes combat, and the sword is always his very last option. If he believes a cause unjust, he will not bare steel even in his own defense, even if he's attacked. Naturally, this can be disastrous to him in the wrong situation, and a clever opponent could put him down with ease.<br />
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Magic Circuits: Bedivere is still a novice in the art of magic, and when he draws on his abilities, it's about as subtle as a sledgehammer. He cannot work subtle magics without being discovered by even dimly-sensitive individuals, so using magic quietly is right out of the question.<br />
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Master: As a novice filidh, a magus of the old world, Bedivere is not an efficient Master. Although he can sustain the Servant Saber, she cannot achieve her true potential under his power. Use of her Noble Phantasm is physically devastating to him, since he doesn't have the full capacity to support it. Even an extended battle might mean crippling fatigue for him.<br />
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: Command Seals: These three tattoo-like seals are proof of Bedivere's status as a Master, and serve as a physical anchor for the Servant Saber. Once used, they vanish permanently; if all three are used, he will automatically relinquish command of his Servant. Furthermore, to a magus with the right kind of tools and mindset, these seals can be stolen.<br />
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Mortal: Bedivere is mortal. Thanks to a complete lack of healing advantages, it's easier to critically injure him, he takes longer to heal, and he tends not to stand up well to assault from a lot of Elites. Isolated from his allies, he makes for easy prey.<br />
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To the King: Bedivere considers Arturia Pendragon's safety his personal responsibility. Intolerant of threats to her honour or person, he'll act without thinking in her defense, challenging those who far outclass him. Clever opponents could manipulate him into overreaching.<br />
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: Berserk Button: Seeing his king fall is the one thing that can drive Bedivere into a berserker-like rage. He will fight anything he perceives as a serious threat to Arturia until either he or his enemy falls. Wrath lends him tremendous strength at the cost of reason. He feels no remorse and cannot be stopped unless struck down or disabled. In this state he can sustain hideous injury, easily baited and bereft of his usual good sense.<br />
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'''3b. DISADVANTAGES: PATCH NOTES'''<br />
<br />
If you are updating your Disadvantages, tell us what you are adding, modifying, or removing here.<br />
<br />
<br />
* Dun Realtai has had its word count reduced.<br />
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* Honour-Bound, Contract of Word, and Brehon Law have all had their word count reduced. Additionally, Brehon Law has been reworded slightly to clarify what is meant under the ancient laws.<br />
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* In the Shape of a Heart has been added.<br />
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* The Gentle Knight has been moved to its own entry, and had its word count reduced.<br />
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* Master has been rewritten to clarify the practical effects of why he's an inefficient Master.<br />
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* Mortal has had its word count reduced and its wording slightly streamlined.<br />
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* Tech Aversion has been removed due to lack of use and to reduce total word count.<br />
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* To the King and Berserk Button have been clarified slightly and had their word count reduced.<br />
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'''4. PROFILE CHANGES'''<br />
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If you are changing your +finger information (Function, Quote, or Profile), put the new fields here.<br />
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Function: Lord of Dun Realtai<br />
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Quote: "How did I determine the best candidates? I threw their applications to the wind, and I chose the ones that travelled the furthest. ...Heh. You did not believe that, did you? My standards are simply more exacting than yours. I must weigh whether their fortitude honours the Round Table."<br />
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Profile: Once a paragon of knighthood among the Round Table, Sir Bedivere served with distinction as Marshal of the Realm, the authority of Camelot's armies. He served also as Left Hand of the King, as protector and subtle advisor to Arturia Pendragon. Now, he serves the Union with the same devotion. Serious and stoic, he's actually a shy and awkward man beyond duty, still uncertain of his place in the greater multiverse. When not called to arms, he can be surprisingly gentle and peaceable. Faithful and loyal, when he gives his word, it's as binding as a contract. Now the Master of the Servant Saber and the lord of a multiversal territory, he strives to balance the health and safety of Dun Realtai's people along with his personal vow to protect Saber. Unfortunately, such is his fatal flaw, for Bedivere is a mere mortal in a realm full of powers beyond his understanding... and Elites well beyond his strength.<br />
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'''5. +INFO FILES'''<br />
<br />
If you are changing your admin-locked +info files, put the COMPLETE UPDATED INFO FILE underneath the relevant names here. If you are changing more than one, please pre-format them for the MUSH, and include the formatted version below the readable version.<br />
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N/A.<br />
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'''5b. +INFO FILES: PATCH NOTES'''<br />
<br />
If you are updating your +info files, tell us what you are adding, modifying, or removing here.<br />
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N/A.<br />
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'''6. POWER LEVEL'''<br />
<br />
If you want to request a power level increase, tell us your current power level, what power level you are requesting, and give us justification for the increase.<br />
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N/A.<br />
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'''7. JUSTIFICATION'''<br />
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What are the reasons for this upgrade? What happened (or what will happen) to justify it?<br />
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The primary reasons for this upgrade include:<br />
<br />
* Spring cleaning! I wanted to sort things out into a more easily comprehensible format, such as breaking things into sub-entries and clarifying things. Pretty much everything got a rewrite in some form or another, even if only to correct typos or clean up wording I felt was sub-par. There are also some entries, like Skills of the Watcher, that I intended to be in from the beginning and didn't remember to add or apply for.<br />
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* In terms of things added, Bedivere was given the command seals to Saber, transferred from her old Master, Tohsaka Sakura. In order to better serve her as Master, and to prevent her from fading away, he sought out training in the supernatural from Loros. He's learned a few novice skills, such as Sight, and the basic ability to transfer energy from one thing to another. As of yet, he doesn't know any offensive or defensive techniques; merely utility techniques.<br />
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* His +finger profile was also in some sore need of updating, since some of the content was a little outdated, and new information needed to be added.<br />
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[[Category: Museum]]</div>Relianthttp://multiversemush.com/mw/index.php?title=Sample_App_Serori&diff=16850Sample App Serori2023-02-23T21:52:08Z<p>Reliant: Shifting into historical item category.</p>
<hr />
<div>'''1. Who are you upgrading?'''<br />
<br />
What is the name of the character you want to upgrade? If you're changing their @name, please say so here.<br />
<br />
<br />
Serori<br />
<br />
<br />
'''2. Advantages'''<br />
<br />
If you are updating your Advantages, fill out the appropriate categories below with your COMPLETE UPDATED ENTRY. You do not need to include entries you're not updating. So, for example, if the only thing you're updating is NPCs, that's all you should fill out below.<br />
<br />
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'''2-1. Powers'''<br />
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Superhuman powers, spells, etc.<br />
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Ki: Serori has been trained since birth to utilize the powerful ki innate to all saiyans. With her ki, she is capable of controlled flight, and can produce varying forms of shaped or charged energy attacks, as well as protective personal shields. Her speed and strength are greatly enhanced. She can often sense the strength of her opponents and can judge the potential threat of grouped opponents. <br />
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Stubborn As @&*$: Like all saiyans, Serori will gain greater power if she recovers from a near-death wounding earned in battle.<br />
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Super Saiyan: Serori has achieved the level of power required to trigger a Super Saiyan transformation. When transformed, her dark eyes change to vibrant green, and her hair, though too long to stand on end, becomes gold and stiff, and appears lifted slightly by the constant rush of power. Her speed, strength, and destructive capacity all increase. Her aura reflects a golden hue, too. She may enact this transformation at will, provided she has the endurance required to maintain it. Use of Super Saiyan tends exhaust her energy reserves more quickly. (PL 32 -> 33)<br />
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Saiyan Transformation: Serori possesses her Saiyan tail, which enables her to transform into a gigantic ape creature when in the light of any world's full moon. In her were-ape ('oozaru') form, she stands nearly 40 feet tall, possesses proportionally magnified strength, and can fire incredibly destructive energy beams through her mouth. Like many veteran saiyans, she has total control over her oozaru state and will not berserk. (PL 32 -> 33)<br />
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'''2-2. Skills'''<br />
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Learned skills. Swordsmanship, hacking, etc.<br />
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Martial Combatant: Serori is an accomplished martial artist. Her saiyan fighting style incorporates a variety of martial arts techniques, moves, and skills into an amalgamated brute-force method of combat. Though her expertise lies in speed, agility, and ranged ki techniques, her enhanced strength and savagery make her a dangerous opponent in close quarters.<br />
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Instant Transmission: A ki technique which enables Serori to teleport to familiar energy signatures. Concentration is required to activate this technique for long distance travel; however, she can freely employ it as an evasive maneuver in a fight. Instant Transmission cannot breach wards against teleportation, but it does allow Serori to choose how closely she arrives in relation to her target. Trying to arrive any distance greater than thirty feet from her target may not be possible. The range of teleportation is limited only by the range of her senses; if she can't 'feel' where someone is, she can't teleport to their location. (Consent may be required.)<br />
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Moon Ball Technique: Serori has mastered the technique for creating moonlight from her ki. Looking at the Moon Ball immediately triggers the were-ape transformation for any tailed saiyan. The Moon Ball will disperse naturally after one hour, though physical, magical, and energy attacks can destroy it ahead of time. The false moonlight does nothing to affect other were-creatures.<br />
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'''2-3. Assets'''<br />
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Things you own. Lots of money, power armor, etc.<br />
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PTO Resources: As a ranked officer in the Planetary Trade Organization, she can command a limited number of troops and other resources on the field. The soldiers she commands are largely ki-manipulating combatants like herself. PTO vehicles may be used for swift interstellar travel and force deployment, but are never weaponized. (PL 28)<br />
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Scouter: This ear-mounted device allows Serori to scan and assess the energy signatures generated by warriors in her universe. It can also search for and point Serori toward sources of significant fighting potential. Scouters are used by all members of the PTO as atmospheric composition scanners and data storage devices. Serori's scouter operates as her radio, when worn, and has been modified to dump its collected data to a networked storage cloud. It has also been enhanced for durability, so that it doesn't explode whenever high power levels are encountered -- an unfortunate flaw found in the average scouter.<br />
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'''2-4. NPCs'''<br />
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Important people who do stuff for you. Sometimes large numbers of goons.<br />
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Roko: Captured from Wyveria, this fully-grown Agnaktor serves as Serori's answer to all the Pokemon running around. Roko is a lava-dwelling Leviathan who uses cooling magma as plates of armor over his scaly hide. Equipped with the ability to instantly melt and swim through rock, Roko can sometimes sneak up on a foe, but his massive, ninety-five-foot-long body guarantees he doesn't stay stealthy for long. He attacks using claws, bites, and a dangerous fire breath. Because Roko can't be transported inside anything as handy as a Pokeball, Serori has to be prepared in advance if she wants to use him in a fight. (PL 24)<br />
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<br />
'''2b. Advantages: Patch Notes'''<br />
<br />
If you are updating your Advantages, tell us what you are adding, modifying, or removing here.<br />
<br />
<br />
Several small modifications were made throughout.<br />
<br />
- Grammar flaws addressed in existing powers.<br />
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- Instant Transmission removed from Ki power.<br />
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- Martial Combatant and Instant Transmission added to skills, with consent and clarification added to Instant Transmission.<br />
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- Scouter added to assets.<br />
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- Roko added to NPCs; he was acquired through roleplay in early 2013.<br />
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'''3. Disadvantages'''<br />
<br />
If you are updating your Disadvantages, put the COMPLETE UPDATED +DISADVANTAGES here. Note that we require a minimum of three Disadvantages on every character.<br />
<br />
<br />
Size: Serori does not cut a very imposing figure. Though built of solid muscle, she barely stands over five feet in height, and her physical power suffers for it.<br />
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Endurance: Related to her physical size is a notable lack staying power compared to other saiyans. She simply can't remain in a fight for as long as she might like. Energy reserves are burned through faster, and she generally fails in reproducing the efficiency and power control demonstrated by her brethren. For this reason, she tends to use smaller scale attacks, as larger, more destructive energy techniques can be very exhausting. This holds true even when she's a Super Saiyan.<br />
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Super Saiyan Fury: Serori is already marked by her race's infamous and violent temperament; the Super Saiyan transformation magnifies her primal instincts for rage and ruthlessness. While the fury can be held in check through an exertion of willpower, the amplified traits are a constant burden to her consciousness, and she is more likely to slip into bad habits while transformed.<br />
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Arrogance: Like most saiyans, she's got an overbearing self-confidence. She is proud of her accomplishments and that pride can be easily wounded.<br />
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Tail Weakness: The saiyan tail is a highly-sensitive appendage which, when gripped, can inflict temporary paralytic shock upon the tail's owner. Serori keeps her prehensile tail tucked closely around her waist to try and mitigate the weakness, but the tail is still out in the open, requiring her to be protective over it, even if it means she has to sacrifice a potential offensive gain. Losing her tail would mean losing the ability to transform into a destructive and powerful were-ape. (Consent required to hold or remove tail. Holds inflict one round of stun.)<br />
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'''3b. Disadvantages: Patch Notes'''<br />
<br />
If you are updating your Disadvantages, tell us what you are adding, modifying, or removing here.<br />
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<br />
Minor update:<br />
- Expanded very slightly on Tail Weakness to include mention of Serori's need to protect her tail.<br />
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'''4. Profile Changes'''<br />
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If you are changing your +finger information (Function, Quote, or Profile), put the new fields here.<br />
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No change.<br />
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'''5. +Info Files'''<br />
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If you are changing your admin-locked +info files, put the COMPLETE UPDATED INFO FILE underneath the relevant names here. If you are changing more than one, please pre-format them for the MUSH, and include the formatted version below the readable version.<br />
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No change.<br />
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'''5b. +Info Files: Patch Notes'''<br />
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If you are updating your +info files, tell us what you are adding, modifying, or removing here.<br />
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No change.<br />
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'''6. Power Level'''<br />
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If you want to request a power level increase, tell us your current power level, what power level you are requesting, and give us justification for the increase.<br />
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No change.<br />
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'''7. Justification'''<br />
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What are the reasons for this upgrade? What happened (or what will happen) to justify it?<br />
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<br />
It's been a long time since Roko was acquired; I think he should be all grown up by now! Aside from that addition, I'm just converting into the new format, and taking advantage of extra space to insert some additional character flavor and definition.<br />
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[[Category: Museum]]</div>Relianthttp://multiversemush.com/mw/index.php?title=Category:Museum&diff=16849Category:Museum2023-02-23T21:51:26Z<p>Reliant: </p>
<hr />
<div>This category is for older wiki content that we do not want to remove, and which may provide insight into past practices.</div>Relianthttp://multiversemush.com/mw/index.php?title=Category:Museum&diff=16848Category:Museum2023-02-23T21:50:34Z<p>Reliant: Created page with "This category is for wiki content that we do not want to remove, but may provide insight into past practices."</p>
<hr />
<div>This category is for wiki content that we do not want to remove, but may provide insight into past practices.</div>Relianthttp://multiversemush.com/mw/index.php?title=Sample_App_The_Copper&diff=16847Sample App The Copper2023-02-23T21:49:34Z<p>Reliant: Shifting into a category for very old content.</p>
<hr />
<div>'''A. OOC INFORMATION'''<br />
<br />
1A. WHO ARE YOU?<br />
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What is your name, or if you prefer, online alias? What is your age?<br />
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--<br />
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'''2a. WHERE DID YOU COME FROM?'''<br />
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Where have you roleplayed before, and who did you play there? If you're new, how did you find out about us? If you play here, list all of your current characters. If you have played here before, but do not at present, list your prior characters here. If you are requesting a 7th or 8th alt slot with this application, say so here.<br />
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--<br />
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'''B. CHARACTER SUMMARY'''<br />
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Your Profile/+Finger, +Advantages, and +Disadvantages are your face on the MUSH. They tell people who your character is, what they are capable of, and what their failings are. Please remove the examples/explanations below each of these sections.<br />
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'''1b. PROFILE'''<br />
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Name: The Copper<br />
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Faction: Confederate<br />
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Function: Tyr of the Lavadome<br />
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Series: Age of Fire-1<br />
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Rank: 7 Ensign<br />
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Quote: "They can hate as hard as they like, as long as they fear."<br />
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Profile: Unlucky since hatching, this copper dragon is the nameless outcast of his clutch, having lost the battle for dominance among his male siblings. Through an unlikely series of events, he became ruler of the vast dragon empire hidden in the underground Lavadome, warring against the Upper World to reclaim the surface from the hominid empires. As a dragon, he has great physical strength, although his body is crippled and he's hardly a typical specimen. The copper is unusually rational for a dragon, particularly for one in a position of power; approaching problems with caution and logic. Though new to authority, he manages his power carefully, aware of politics' dangers; though his rule is sometimes harsh, it's considered fair. Even if he doesn't respect others he will exercise civility. What his ultimate plans are, though, few could say. The crippled, canny Copper is a hard one to read.<br />
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'''2b. CHARACTER TYPE'''<br />
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What kind of character are you applying for? Categories are FCs (Canon Characters), OFCs (AU takes on canon characters), and OCs (Original Characters).<br />
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OFC, due to slight timeline tweakings.<br />
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'''3b. ADVANTAGES'''<br />
<br />
This is a lengthy section divided into four categories: POWERS, SKILLS, ASSETS, and NPCs. If your character doesn't have an advantage in a specific category, just write down None or N/A. Some Advantages may fit multiple categories, in which case you may choose what category to put the advantage in. Wizards or other characters with many minor sub-powers aren't expected to list EVERY spell, but shouldn't have things like Wish, Teleportation, or Resurrection without listing them.<br />
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'''3b-1. ADVANTAGES: POWERS'''<br />
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List your character's POWERS. Powers are usually superhuman abilities of some kind, encompassing things like a wizard's spells, super speed, mind control, telepathy, etc. This can sometimes overlap with Skills if your character is superhumanly good at something like crafting.<br />
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Fire: The Copper can spew a volatile hot oil that... doesn't ignite. In any other dragon this would be fire, but this oil can still cause severe burns. Since it's still a liquid, it can seep into things, and it can also be ignited by other means.<br />
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Natural Armour: As a dragon, the Copper has a coat of eponymous copper scales protecting his hide. They're enough to stop arrows and small projectiles, or turn aside weak blades. (Effective against non-Elites, but otherwise used only for fluff and missed attacks.)<br />
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Natural Weapons: All dragons have certain weapons at their disposal, and the Copper has most of his intact. His jaws and teeth are strong, his claws are sharp, and though stiff from old breaks, his tail is a useful bludgeon. In spite of his somewhat runty size, his bulk is also good for smashing smaller targets.<br />
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'''3b-2. ADVANTAGES: SKILLS'''<br />
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List your character's SKILLS. Skills are exactly what they sound like. Things that your character has been taught to do, or which they learned to do themselves.<br />
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Dragon-Dash: Though he can't run for extended periods, the Copper can make a concentrated dash to overcome and subdue targets. This short-range sprint is meant for closing ground between a dragon and its victim, but it's not sustainable over long distances. Although his in particular is a three-legged gait, the Copper can still manage a passable dragon-dash.<br />
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'''3b-3. ADVANTAGES: ASSETS'''<br />
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List your character's ASSETS. Assets can be their Batcave, Stark Enterprises, their Evil Empire, etc. This can sometimes overlap a bit with NPCs. You aren't expected to list minor assets like owning a home, but if your character's assets are a major part of their advantages, they should definitely be here.<br />
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Holdings: The dragon empire is a sprawling entity. At its head is Tyr RuGaard, the Copper, herald of the Age of Fire. Its heart is the Lavadome, a vast underground cavern system hidden from the Upper World. On the surface, it boasts allied Upholds managed by dragon governors, which import valuable resources back to the Lavadome. Most of these are fairly insignificant, contributing meat and vegetables for the empire, but some of them produce valuable luxury goods, or metals for dragon consumption.<br />
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'''3b-4. ADVANTAGES: NPCs'''<br />
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List your character's NPCs, along with a summary of what they can do and the Power Level you would like them to have. This is a bit more specialized, and is meant for characters with named subordinates from their own series, or characters like pokemon trainers.<br />
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The Bats: These ubiquitous cave-creatures are monstrous things the size of hunting dogs, raised on a diet of dragon blood. Swift and sure in the air, they're good messengers and spies, and their numbing saliva makes them good for cleaning wounds. A nip of blood is the usual price for their courier-work. (No PL)<br />
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: Uthaned: Chief among the bats, old Uthaned is the original grandsire of the dragon-blooded bats. He's better at getting around than he lets on.<br />
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The Griffaran: These half-avian, half-draconic creatures are the agile bodyguards of Tyr RuGaard and the Imperial Line. They're fast enough to rip a dragon to shreds in the air, sharp claws slicing right through scale. The griffaran are also tasked with guarding the Lavadome's Confederate visitors. (PL 28-31)<br />
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: Yarrick: Former captain of the griffaran guard. Though old, half-blind, and unable to fly much, he's still a welcome ally of the Copper. (PL 28)<br />
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The Imperial Rock: Most of these dragons are servants of the Imperial Line, and they don't get out very much. Although they have no official active combat roles, it's their duty to ensure the Lavadome functions like a well-oiled piece of dwarven engineering, and as dragons, they can still defend themselves if they're backed into a corner.<br />
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: Nilrasha: The Copper's mate, a former Firemaid and a cunning opponent all her own. Nilrasha is a keen huntress, and one never quite knows what she's thinking. Her sole interest is keeping the Copper in power, and while it's true that she has some attachment to the title of "Tyr's mate," her feelings for the Copper are real. Probably. Nilrasha is also captain of the Firemaidens, the defensive arm of the dragon army. (PL 30)<br />
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: NoSohoth: The silver majordomo of the Imperial Line, he's in charge of arranging daily functions in the Lavadome, and organising feasts and other grand events. He screens the Tyr's visitors, escorts foreign dignitaries to the Imperial Rock, manages Lavadome resources, and generally ensures things run smoothly. He's also in charge of Confederate correspondence. (PL 29)<br />
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: Rethothanna: An Anklene scholar, this large-eyed female has an interest in history. Her duty is to chronicle the Lavadome's history. She's also in charge of Confederate correspondence. (PL 28)<br />
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The Thralls: These creatures are generally humanoid creatures who serve the Copper, bound to his service for the rest of their lives, or until he sees fit to release them from that service. Although many dragon-thralls resent their service, the Copper treats his thralls extremely well. (No PL)<br />
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: Fourfang: A blighter, a muscular and primitive race that are fierce and stout-hearted in spite of their lack of brains. Though he's lazy and slovenly, Fourfang is nonetheless dedicated to the task and to the Copper. Named for his prominent canine teeth. His tasks generally include fetching and preparing food.<br />
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: Rayg: A human thrall in charge of engineering projects, a freed slave trained by dwarves in his youth. His importance lies in keeping the Copper's crippled wing functional through a mobile brace. A bit like an absent-minded professor, always dreaming up new projects. (No PL)<br />
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: Rhea: A human woman rendered mute from some past childhood trauma, Rhea is dedicated to her dragon master. Her tasks generally include cleaning the Copper's teeth, horns, and claws, and maintaining his scales.<br />
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The Troops: As Tyr of the Lavadome, the Copper has an enormous army at his disposal. Strongest among these are other dragons (PL 28-32), but there are also subjugated hominids from half a continent's worth of conquered kingdoms (PL 20-28). These include humans, elves, dwarves, blighters, and demen. The overwhelming majority of these are non-Elite, but he does have lieutenants that have proven themselves. Troops include dragons, infantry, archers, siege engineers, and cavalry. (Troops may be up to PL 32, including dragon lieutenants or the Copper's presence.)<br />
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: HeBellereth: Once a duelist, this hulking red Skotl now captains the dragons' Aerial Host, and nothing gives him more pleasure than the prospect of a good scrap. A veteran of many battles, his scarred hide and great bulk is enough to give the stoutest warrior pause before facing him in battle, but he's surprisingly jolly and tolerant... for a dragon. (PL 32)<br />
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'''4b. DISADVANTAGES'''<br />
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Excepting that these are not divided into sub-categories, these are identical to Advantages and represent a character's failings and weaknesses. We would like to see a minimum of three solid Disadvantages, with at least one of them being a deficiency in your character's personality.<br />
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Crippled: The Copper was badly injured throughout his life, mostly as a hatchling. One eye is compromised, his left wing is almost crippled and relies on dwarven engineering to function, his tail was broken and set badly, and one of his front legs is withered from a badly-healed break. These are all obvious vulnerabilities in combat, impairing his mobility to a certain extent.<br />
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Dragon Politics: Seriously, it's worse than Rome.<br />
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Fire: Most dragons can manage about three or four good blasts of flame before their fire bladders run empty. The Copper can't manage any. The oil from his fire bladder doesn't ignite on its own, and comes out thinner than it should thanks to an old injury.<br />
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Great Bulk: In worlds meant for humans, the Copper can have trouble getting around. Squeezing through buildings and other obstacles can be tricky, and outright hazardous if he has to be able to manoeuvre freely. Smaller, more agile foes could potentially get the better of him.<br />
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Great Weight: With a coat of fully metallic scales, the Copper is a very heavy creature. Even as a crippled runt, he weighs in at several tons, and he can't navigate places that aren't designed to support weight like that. Wooden flooring, bogs, sand, quicksand, deep mud, and other natural and artificial hazards could spell his doom.<br />
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Metals: Dragons instinctively hoard metal, but it isn't through pure greed. Instinct drives them to consume this metal to maintain their metallic scales, or their natural armour begins to rot away. Skipping metallic meals causes scales to become brittle, break, and fall out. Though he has a respectable hoard, if the Copper were cut off from it, his scale would deteriorate over time and leave him vulnerable. Furthermore, the mere smell of metals can agitate most dragons and pierce even the Copper's vaunted calm.<br />
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Supply Lines: Dragons aren't made for living underground, and the resources they import from their Upholds are necessary for their livelihood. Bleeding the Lavadome of these critical resources can be incredibly detrimental to their collective health. The Copper isn't exempt from this, needing the food and metals that come from the surface.<br />
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Underestimation: Dragons are proud creatures, and they think of hominids as lesser beings. This leads to nasty surprises in the multiverse. The Copper is a little more careful than his underlings, but he's still a mortal beast and still prone to underestimating the multiversal wealth of curious hominids.<br />
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'''5b. THEMELISTING'''<br />
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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.<br />
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In the beginning, the Four Spirits created the land and its varied races. Mightiest among them were the dragons, who created a shining, glorious culture in distant Silverhigh... but this golden age came crashing down at the hands of the hominid races, who took their place on the world's stage.<br />
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First came the blighters' Age of Wheels, creating simple tools and learning how to harness these basic techniques. Next came the humans' Age of Iron, building on the blighters' base of knowledge, learning how to work with metals. This would prove the downfall of the dragons.<br />
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With the Age of Iron came the systematic slaughter of dragons. They fled to the most remote regions of the world to escape the vicious siege engines and weapons of their hunters, while others fled underground in their desperation.<br />
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Now, the dragons are poised to rise again, uniting (somewhat) from their underground bastion of the Lavadome. After a series of political whirlwinds, two short-lived Tyrs, and a final desperate power-grab to save the Lavadome, the crippled but charismatic Tyr RuGaard now holds sway over his fellows, ruling from beneath the earth and setting the stage to reclaim the Upper World.<br />
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From there, his dragons and their armies of subjugated hominids are poised to sweep across the land in a tide of blood and fire, wresting from the aboveground empires what they consider rightfully theirs... and perhaps Tyr RuGaard will not be content with his world, turning his sights on the multiverse itself.<br />
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'''C. CHARACTER INFORMATION'''<br />
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'''1c. PERSONALITY'''<br />
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Describe your character's personality, in 500 words or more. Give an overview of their motivations, hopes, fears, failings. Why are they in the faction they're in, and why would people enjoy RP with this character? Show that you understand how your character acts, and why. If you give us too little, you'll be asked for more.<br />
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For a supreme ruler among his race, many would be surprised at the levity of the Copper dragon. He treats his human and blighter thralls with surprising consideration, considering most would as soon eat them as look at them, and also treats his mate with fairness despite their checkered past. His dragons subjects are always given a fair hearing for their issues, and though his judgement is sometimes stern, he is nonetheless fair.<br />
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The Copper thinks little of his rule, and had in fact gained the mantle of Tyr quite accidentally – or at the very least, not intentionally. Driving the intruders out of the Lavadome had been his sole motivation; killing SiMevolant and assuming the title had only been a coincidental bonus. He takes to his duties with relish, enjoying the challenges of running the dragon empire.<br />
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Under his authority are the daily trials and tribulations of settling dragon squabbles, overseeing surface Upholds, overseeing imperial thralls, awarding laudi, making war against the "hag-ridden" dragons and their ambitious men out of Isle of Ice, and other duties.<br />
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Though there are problems from time to time, and there are headaches that come with such rule, the Copper takes to it with pleasure. It's a challenge, and (in most cases) much less challenging than the usual sort of life-threatening types that he once faced.<br />
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Unlike many dragons, he is concerned with matters beyond where his next meal comes from, and enjoys learning about things; a trait for which many cite potential Anklene heritage (and sometimes whisper disapprovingly about). He likes to understand things, to know better how to use them for his advantage; and sometimes, more rarely, knowing for the sake of knowing.<br />
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There are several individuals the Copper views with respect, even though he may not seem to have a use for very many individuals in his current station.<br />
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First of the line is Tyr FeHazathant, the adoptive grandfather that took him in and gave him a name. If not for the Tyr's intervention, he would never have had a home, or a place to (somewhat) belong.<br />
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In a roundabout sort of way, he also looks well on the griffaran, who inadvertently saved him. Were it not for the intervention of the griffaran, no matter how mistaken they were, he'd still be roaming around the Lower World. There he would have eventually died, bones returning to the cold earth.<br />
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The Copper also has a healthy respect for his human thrall, Rayg. If not for Rayg, he would never have flown, his damaged wing unable to open fully without the aid of complicated machinery to stabilize it. He is wary of the thrall's intelligence, but he respects that Rayg holds contracts as sacrosanct, thanks to his dwarf training. His freedom won't come until he finishes building a great bridge through the Tooth Cavern, and with the way Rayg gets distracted... well, the Copper can expect to have his wing seen to for quite a long time.<br />
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Nilrasha is another important figure in the Copper's life. Though he admires her for a great many reasons, he will never fully trust her, either. He still suspects that she murdered Halaflora, as there were no witnesses but his human thrall, Rhea, a mute. Most times he tries not to think too hard about it; it only serves to put him into a dark mood, and accomplishes nothing.<br />
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Lastly is Halaflora herself; sweet, quiet, sickly Halaflora, either killed through happenstance accident or murdered by the premeditation of Nilrasha. Though their arranged pairing was not something the Copper had approved of at first, he had grown to like the quiet Imperial daughter; she understood him, and to him, that counted for much. He still feels guilty over her death, and he still hasn't fully ruled out the possibility that Halaflora was murdered by Nilrasha. The Copper is loyal even to her memory, and will not suffer insult or slight against the dead dragonelle.<br />
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Where his newfound power is concerned, the Copper is extremely wary. He navigates those treacherous waters with care, well aware that the slightest metaphorical misstep could cost him his life. Dragon politics are vicious, and they are in many ways more short-sighted and ambitious than the humanoid empires they hold sway over.<br />
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Many others would oust him through political means or have him outright assassinated for the power he wields; there are some who don't agree with him as the choice of Tyr. For now, they wouldn't act on it, and in his eyes, it's up to the Copper to make sure they stay powerless. He's never been one for politicking in the past, but thanks to the potentially precarious situation he finds himself in now, he's had to learn quickly.<br />
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His favourite schemes are ones of elegance and simplicity; the better to not backfire in horrible ways.<br />
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Where the war between the Union and Confederacy is concerned, the Copper is a little more aloof. He views the Union and the Confederacy on fairly equal terms, not quite certain of what to make of their ideology. After some internal debate, the Copper decided to ally himself with the Confederacy, observing that the Union is more inclined to meddle in his rule and muck about with his territories. The Confederacy, however, will let him run things the way he wants to, and leave his Upholds (and their attached Upholders) alone.<br />
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He feels no inherent disgust or derision towards the Union; at the end of the day, they just don't matter to him. The Union is just one more obstacle for him to remove in the path to conquering worlds in the name of the dragons. It's nothing personal, just business. That they behave in a manner contrary to their own survival puzzles him. He does, however, have some respect for its commanders – anyone who can beat some form of uniformity out of such a diverse group deserves some token show of respect.<br />
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The Confederacy itself is a strange beast. Never before has the Copper dealt with such an alarmingly diverse force, and while there are moments of culture shock from time to time – having to adapt to the idea of dealing with such a bewildering variety of life forms, for example – the Copper is generally even-keel about it.<br />
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He views them with distant interest, interested in their methodologies and the like. Though on the surface it seems like a vast alliance of humanoids in various states of competency, the Copper grasps the notion of Elites, and understands that they're not the same barbarian hordes that he seeks to conquer.<br />
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'''2c. BACKGROUND'''<br />
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Give us a short and concise overview of your character's background. More thorough backgrounds are expected of non-canon takes on characters, high-powered original characters, and some other special cases. Otherwise, keep this shorter than your personality section.<br />
<br />
<br />
The Copper hatched as the runt of his clutch. He lost the battle for dominance among his male siblings, crippling him and marking him outcast; after betraying his family, he fled to the Lower World in shame, wandering until an accidental rescue brought him to the Lavadome, the hidden dragon empire. More accidental happenstance saw him adopted into the ruling line as a grandson and given a name, Rugaard.<br />
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Still more accidental happenings shuffled him around various posts as he learned the history of his benefactors (and grew to learn that the politics were worse than Rome, seriously). Politics saw several changes of leaders but the Copper was never really considered a threat.<br />
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Then, humans riding subjugated dragons invaded the Lavadome's aboveground holdings, their actions declaring war. The current Tyr, leader of the Lavadome, was tangled in politics and wanted to join the free dragon empire with the dragon-riders and dragon-hunters through some mad alliance, which would have spelled dragonkind's doom.<br />
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The Copper was drawn into a group of seven rebels who saw the inherent stupidity in this plan. Through an ingenious plan to use his blood-sucking bats to bleed the humans' riding-dragons dry, they were virtually dead before they could even take off. The usurper-Tyr challenged him to a duel, naming the human dragonslayer, the Dragonblade, as his champion; through sheer accidental happenstance, the crippled Copper managed to kill the man.<br />
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So ended the reign of the usurper-Tyrs, and so began the rule of Tyr RuGaard, cripple, and thoroughly cunning dragon, ushering in the new Age of Gates...<br />
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'''3c. POWER LEVEL'''<br />
<br />
Put your desired Power Level (see Power Levels) range here, and justify it to us.<br />
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PL 32.<br />
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Though he himself is crippled and merits no more than a PL 28 on solitary terms, the Copper does have command of many dragons and stranger creatures that support him and will do battle at his word.<br />
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'''4c. SAMPLE POSE'''<br />
<br />
Include a sample pose here, if you like. This field is mandatory for Guests, optional for standing/returning players. If you include a sample pose, it should be at least 150 characters long, should include both action and dialogue, and should not focus on how strong your character is. Do a mini-scene with somebody if you want! Staff may occasionally request a sample pose during the revisions process (if there is one), so it never hurts to put one in anyway.<br />
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N/A.<br />
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'''5c. MISCELLANEOUS'''<br />
<br />
This is just a miscellaneous field. If you have any notes or special requests (potential defection notices, for example), this is the place to put them.<br />
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N/A.<br />
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'''6c. +INFO FILES (OPTIONAL)'''<br />
<br />
If you wish to use our +info system to have Staff-approved extensions to your Advantages, this is where they should go.<br />
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<br />
N/A.<br />
<br />
<br />
'''6c. +INFO FILES CONT'D (OPTIONAL)'''<br />
<br />
If you request more than one or two +info files, please include a formatted version of each file that you are requesting. This is so staff does not have to hand-format every file (which are by design allowed more wordiness than regular +powers/+flaws), which can slow processing down considerably. For example:<br />
<br />
<br />
N/A.<br />
<br />
[[Category: Museum]]</div>Relianthttp://multiversemush.com/mw/index.php?title=Sample_App_Arcee&diff=16846Sample App Arcee2023-02-23T21:49:04Z<p>Reliant: Shifting into a category for very old content.</p>
<hr />
<div>'''A. OOC INFORMATION'''<br />
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1a. Who are you? What is your name, or if you prefer, online alias? What is your age? <br />
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'''2a. Where did you come from?'''<br />
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Where have you roleplayed before, and who did you play there? If you're new, how did you find out about us? If you play here, list all of your current characters. If you have played here before, but do not at present, list your prior characters here. If you are requesting a 7th or 8th alt slot with this application, say so here. <br />
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'''B. CHARACTER SUMMARY'''<br />
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Your Profile+Finger, +Advantages, and +Disadvantages are your face on the MUSH. They tell people who your character is, what they are capable of, and what their failings are. Please remove the examplesexplanations below each of these sections. For example --> Name: Your character's name. 18 character limit, no special letters. <-- Should be trimmed down to --> Name: Link <-- <br />
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'''1b. Profile'''<br />
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Name: Arcee <br />
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Faction: Union <br />
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Function: Autobot Scout <br />
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Series: Transformers Prime-1 <br />
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Rank: 6-Lieutenant <br />
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Profile: Arcee got her start in the Great War as a talented Autobot scout spying on Decepticon maneuvers around Kaon. An overconfident newcomer, she was tested early whenever she and her partner, Tailgate, were captured and tortured for information by the Decepticon spiderbot, Airachnid. The trial resulted in Tailgate's death, and left Arcee hardened. After her rescue, she answered Optimus Prime's call for help more determined to succeed than ever. It was on Earth she lost her second partner, Cliffjumper. The loss has made Arcee slow to trust and fiercely independent; once her trust is gained, however, it's never shaken. Take Jack Darby, her human partner. Arcee's come to find unexpected value in the teenager, and now defends him with her life. A bit of a hot-head on the field, she's nevertheless a reliable and loyal friend to Autobot and Unionite alike. She's swift, agile, and a skilled melee combatant -- a dangerous opponent for any Decepticon to cross. Her vehicular mode is that of a sleek blue motorcycle.<br />
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'''2b. Character Type '''<br />
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What kind of character are you applying for? Categories are FCs (Canon Characters), OFCs (AU takes on canon characters), and OCs (Original Characters). <br />
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FC <br />
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'''3b. Advantages '''<br />
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This is a lengthy section divided into four categories: POWERS, SKILLS, ASSETS, and NPCs. If your character doesn't have an advantage in a specific category, just write down None or NA. Some Advantages may fit multiple categories, in which case you may choose what category to put the advantage in. Wizards or other characters with many minor sub-powers aren't expected to list EVERY spell, but shouldn't have things like Wish, Teleportation, or Resurrection without listing them. <br />
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'''3b-1. Advantages: Powers '''<br />
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List your character's POWERS. Powers are usually superhuman abilities of some kind, encompassing things like a wizard's spells, super speed, mind control, telepathy, etc. This can sometimes overlap with Skills if your character is superhumanly good at something like crafting. <br />
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TRANSFORMATION: As with any Cybertronian, Arcee can freely transform between her Autobot appearance and a personally-selected vehicular mode. She operates comfortably and competently in either mode; only her Autobot size presents a challenge, at times. As a motorcycle, she is exceptionally fast, agile, and capable of racing along terrain most standard Earth motorcycles would find impassable. She also makes for a small target. <br />
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LOYALTY: Nothing and no one has ever broken Arcee's loyalty to the Autobots and Optimus Prime. She has placed her life on the line countless times for what she believes is the only hope for Cybertron's future. This loyalty extends to non-Cybertronian friends like "the children" and those in the Union. <br />
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'''3b-2. Advantages: Skills '''<br />
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List your character's SKILLS. Skills are exactly what they sound like. Things that your character has been taught to do, or which they learned to do themselves. <br />
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VETERAN SCRAPPER: Long dedication to the war has honed Arcee into an impressive hand-to-hand combatant. Her speed and agility are well utilized in her own unique blend of martial styles, but even without either trait to consider, she packs a mean punch! She's not afraid to fight dirty, either. <br />
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STEALTH: For a big robot, she's pretty sneaky. Scout training, size, and her overall dexterity make Arcee a great infiltrator. <br />
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'''3b-3. Advantages: Assets '''<br />
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List your character's ASSETS. Assets can be their Batcave, Stark Enterprises, their Evil Empire, etc. This can sometimes overlap a bit with NPCs. You aren't expected to list minor assets like owning a home, but if your character's assets are a major part of their advantages, they should definitely be here. <br />
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WRISTBLADES: Her deadly hand-to-hand skills are augmented by a pair of wrist-mounted blades. These are usually hidden inside compartments along the outer edge of either forearm. <br />
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ARM CANNONS: Both arms can be instantaneously transformed into high-powered energy blasters, giving Arcee a ranged advantage to go along with her close-quarters expertise. She loses the use of her hands when engaging her cannons. <br />
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'''3b-4. Advantages: NPCs '''<br />
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List your character's NPCs, along with a summary of what they can do and the Power Level you would like them to have. This is a bit more specialized, and is meant for characters with named subordinates from their own series, or characters like pokemon trainers. <br />
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THE HUMAN FACTOR: Arcee is frequently partnered with a courageous teenager, Jack Darby. He has proven himself to be resourceful, reliable, intelligent, and more. She's come to count on him as a true friend, and knows not to doubt Jack when he says he can handle a task. Even Optimus Prime has recognized Jack's unexpected value as an Autobot ally! She also has limited access to US government resources via Agent Fowler, though bargaining for such favors can be pricey. (Jack's PL is 17; Fowler has no PL.) <br />
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'''4b. Disadvantages '''<br />
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Excepting that these are not divided into sub-categories, these are identical to Advantages and represent a character's failings and weaknesses. We would like to see a minimum of three solid Disadvantages, with at least one of them being a deficiency in your character's personality. <br />
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ROBOT IN DISGUISE: On her Earth, nobody knows the Autobots exist. When she's out in public, Arcee must keep to her vehicular mode or risk exposing the Autobots. She utilizes a holographic projection of a female rider named "Sadie" when traveling alone. Though keeping to this standard is sometimes a hassle, she does so without fail, if only because Optimus says it must be done. <br />
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HOT-HEADED: Arcee's desire for revenge against Airachnid and Starscream sometimes inspires her to break ranks or ignore orders. She has also demonstrated a willingness to endanger herself by racing headlong toward the objective without fully considering consequences, such as when she went onto the Decepticon mothership alone in order to rescue Orion Pax. Her reckless behavior sometimes places others in harm's way, too. <br />
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IN THE PALM OF YOUR HAND: She's a two-wheeler, and as such, she runs much smaller than most other Autobots. Megatron can even hold her in one hand! While she doesn't let this get in the way of doing her job, it can place her at a disadvantage when it comes to combat. Of course, even the smallest Autobot is bigger than any human around. This presents its own issues from time to time. <br />
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COLD SENSITIVITY: Extreme cold can kill Arcee like it could any human. She can only stay in subzero environments for a short time before the cold slows her down. If she remains past that point for very long -- several hours, really -- she'll shut down completely. <br />
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'''5b. Themelisting '''<br />
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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 modifiednon-canon theme it should usually explain how it diverges from the original. <br />
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Transformers Prime-1<br />
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'''C. CHARACTER INFORMATION '''<br />
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'''1c. Personality '''<br />
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Describe your character's personality, in 500 words or more. Give an overview of their motivations, hopes, fears, failings. Why are they in the faction they're in, and why would people enjoy RP with this character? Show that you understand how your character acts, and why. If you give us too little, you'll be asked for more. (Need help? Take a look at Nathan Hall's Personality Guide.) <br />
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Arcee is a reliable soldier who makes up for her lack of physical form through force of personality. Though her determination is unflagging, her long history as a soldier has made her into something of a cynic. She's tough, quick-witted, bold, and doesn't let fear show itself or keep her from doing her job. She's sometimes reckless on the battlefield, sometimes a little too sharp-tongued, but when it comes down to it, nobody's better off in a fight than somebody who's got Arcee on his side. <br />
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Beneath her rock-solid chassis resides a tender heart. She cares deeply for her friends and treats them with respect and warmth. Anyone wearing the Autobot sigil is given a fair chance to prove themselves. She isn't one to give her trust freely, but once it's earned, it's rarely revoked -- she's a forgiving 'Bot. She believes in acting with honor, and her personal ideals generally align with the Union's overall outlook. Optimus has instilled in her a great deal of Prime wisdom and compassion, and Jack has taught her to never underestimate someone's worth. <br />
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Only her hot-headedness gets her into trouble, usually. Though not a frequent issue, she has been known to bend the rules from time to time. She's more inclined to act out when something serious is on the line, such as the life of a friend...or the chance at revenge. <br />
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Yes, this Arcee still hasn't gotten over the loss of Tailgate and Cliffjumper. That hurt will always be with her. She's extremely protective of Jack as a result, and any encounter with Starscream or Airachnid will almost certainly end in bloodshed (Energon-shed?). This violence doesn't typically extend to other Decepticons unless she's provoked. She does have her tender spots -- including a deep fear of further loss -- and an informed or clever enemy could use that to his advantage. <br />
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Arcee's sense of humor is on the acidic side. She likes to make snarky comebacks, and sometimes uses that attitude as a shell to conceal her real feelings and vulnerabilities; she'll even get flip with Optimus whenever her temper's really pushed. Alongside that, she does have a more traditional sense of fun, too: she loves racing, exploration, and learning about Earth's cultures. This enjoyment of discovery extends to the Multiverse and Union, too. She won't shy from a social gathering, and is definitely interested in finding out what the other worlds have to offer. She's very open to befriending her new Union comrades -- she just needs to get to know 'em a little, first. <br />
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Soldiering requires frequent training; she'll get along just fine with anyone seeking a good sparring partner. <br />
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Arcee can roll with the punches pretty well, but she can get disheartened and cranky during challenging times. She also doesn't react well to being asked to operate outside her usual wheelhouse, such as when Ratchet demanded that she perform surgery on himself and Bumblebee; that request made her downright nervous (though she was ready to go through with it, anyway). <br />
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Bottom line? She's a good friend, tenacious soldier, and loyal to a fault. <br />
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'''2c. Background '''<br />
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Give us a short and concise overview of your character's background. More thorough backgrounds are expected of non-canon takes on characters, high-powered original characters, and some other special cases. Otherwise, keep this shorter than your personality section. <br />
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Prior to the Great Exodus, Arcee served as an Autobot scout and spy on Cybertron. She was partnered with Tailgate during operations in Kaon, where the two were captured -- and brutally interrogated -- by the vicious Decepticon Airachnid. Tailgate did not survive the experience; Arcee, however, was rescued by Bumblebee and Cliffjumper. The loss of Tailgate marked a significant change in Arcee's personality. She became cold-hearted and preferred keeping to herself, rebuffing all friendly advances, 'til circumstances forced her into accepting Cliffjumper's offer of partnership. Again captured by the Decepticons, survival demanded that Arcee lower her barriers and trust Cliffjumper; once that was accomplished, escaping Shockwave and Starscream was easy-peasy. They even got out in one piece! <br />
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After that incident, the two traveled to Earth together, responding to Optimus Prime's summons. To get there, they decided to make use of Shockwave's newly-finished space bridge. The space bridge mysteriously exploded just after Arcee and Cliffjumper took the ride to Earth. <br />
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Once on Earth, Arcee and Cliffjumper re-joined Optimus Prime, Bulkhead, Bumblebee, and Ratchet, forming the front lines of a pitifully small Autobot resistance force. The group was quickly and sadly reduced again: Cliffjumper lost his life in a Decepticon ambush, dying at Starscream's hands. His loss tormented Arcee. She retreated again into her shell and became a vicious and angry fighter, reckless in her quest for revenge. Seeing Cliffjumper raised as a mindless monster only deepened her ache. A significant scar was left by these incidents. <br />
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Not long after Cliffjumper's death, she became unwillingly partnered with the human teen, Jack Darby. (Her respect for him has grudgingly grown over time. He has proven himself not only capable but courageous and intelligent, too; sure, he's no 'Bot, but he's a good kid, and they've become close friends.) <br />
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While researching the origins of a mysterious pod, she nearly died in the Arctic beside Optimus Prime. The test of endurance not only served to deepen her trust and respect for Optimus as her leader, but also reminded her of hope's power. <br />
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Months later, Jack and Arcee encountered Airachnid for the first time. Airachnid proved as dangerous as ever: she captured Arcee, then left the Autobot webbed to a stone wall while hunting for Jack. She intended to pay homage to her history with Arcee by killing another partner. For the first time, Arcee got a distinct upper hand on Airachnid when she managed to escape the web trap and force Airachnid's retreat. Her next meeting with Airachnid went much the same: Arcee was captured again, only to recover at the last moment. On that occasion, Airachnid's retreat was forced by the arrival of Agent Fowler and a wing of fighter jets. The third meeting ended in similar violence, though that time, Arcee's life was saved by Starscream. <br />
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Arcee's history on Earth is marked by a series of battles. She has risked her life for the sake of vengeance and the sake of justice. Her animosity toward the Decepticons has grown, though her faith in her allies has, too. She has participated in the defeat of Unicron, helped restore Optimus Prime's lost memory, and come to terms with the loss of Tailgate and Cliffjumper. <br />
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(Because the end of season two introduces some serious complexities and unknowns into Earth's status, I am choosing to play Arcee from a point midway through season two. Her unification takes place some time following the episode "Armada," during the period when Iacon relics are still up for grabs and the Omega Keys have yet to be discovered.) <br />
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Arcee became eager to prove herself worthy again after she nearly sacrificed her honor by killing an imprisoned Starscream. During her final confrontation with Airachnid, she took steps to do just that, locking the spider-'Con in stasis rather than killing Airachnid outright. (Airachnid remains captive and can be found languishing amongst the other trophies stored in the Autobot vaults.) Finally triumphing over Airachnid restored a lot of Arcee's confidence, too. <br />
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She and the other Autobots on Earth still race to recover all the hidden Iacon relics, knowing that their very survival may hinge on staying one step ahead of the Decepticons. <br />
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'''3c. Power Level '''<br />
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Put your desired Power Level (see Power Levels) range here, and justify it to us. <br />
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PL 33. Arcee is one of the central cast figures in Transformers Prime and has demonstrated incredible prowess and resilience in a fight, even going so far as to hold off Megatron a time or two. Furthermore, she frequently acts as second-in-command of the Autobots, and she's a highly experienced veteran. She figures centrally in so many episodes and plots that she and Jack can almost be considered the most significant members of the cast. <br />
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'''4c. Sample Pose '''<br />
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Include a sample pose here, if you like. This field is mandatory for Guests, optional for standingreturning players. If you include a sample pose, it should be at least 150 characters long, should include both action and dialogue, and should not focus on how strong your character is. Do a mini-scene with somebody if you want! Staff may occasionally request a sample pose during the revisions process (if there is one), so it never hurts to put one in anyway. <br />
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'''5c. Miscellaneous '''<br />
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This is just a miscellaneous field. If you have any notes or special requests (potential defection notices, for example), this is the place to put them. <br />
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'''6c. +Info Files (OPTIONAL) '''<br />
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If you wish to use our +info system to have Staff-approved extensions to your Advantages, this is where they should go. <br />
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'''6c. +Info Files Cont'd. (OPTIONAL) '''<br />
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If you request more than one or two +info files, please include a formatted version of each file that you are requesting. This is so staff does not have to hand-format every file (which are by design allowed more wordiness than regular +powers+flaws), which can slow processing down considerably. For example:<br />
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[[Category: Museum]]</div>Relianthttp://multiversemush.com/mw/index.php?title=Sample_Applications&diff=16845Sample Applications2023-02-23T21:43:37Z<p>Reliant: Removing plot application reference.</p>
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<div>The following repository of sample applications has been provided by MCM staff. These apps have all been approved for play (with the exception of the default sample TP app), and may help guide you in the writing of your own application(s).<br />
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=Character Applications=<br />
* [[Sample_App_Hemlock|Hemlock]] - Basic 5.5 character application.<br />
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=Update Application=<br />
* [[Sample_App_Arthur_Lowell|Arthur Lowell]] - Basic 4.0 to 5.0 update.<br />
* [[Sample_App_Septette_Arcubielle|Septette Arcubielle]] - Basic 5.0 to 5.5 update.<br />
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==Old Samples==<br />
''' THESE HAVE NOT BEEN UPDATED FOR THE NEW SYSTEM '''<br />
* [[Sample_App_Arcee|Arcee]] - Basic character application for PL 33; no info files.<br />
* [[Sample_App_The_Copper|The Copper]] - Basic character application for PL 32; no info files.<br />
* [[Sample_App_Serori|Serori]] - Standard upgrade app; contains responses to all questions and detailed patch notes.<br />
* [[Sample_App_Sir_Bedivere|Sir Bedivere]] - Thorough upgrade app with modifications to advantages and disadvantages; detailed patch notes included.<br />
* [[Sample_App_Mei_Hatsume|Mei Hatsume]] - ONLY RELEVANT FOR 5.0. Crafting, power copy, overlapping bullets, and notes to explain lots of stuff, but not relevant for 5.5/the new advantage formatting.<br />
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[[Category:Tutorial]]</div>Relianthttp://multiversemush.com/mw/index.php?title=Advantages&diff=16844Advantages2023-02-11T23:35:50Z<p>Reliant: Adjusting Hint maximum following internal discussion.</p>
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<div>__toc__<br />
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=What Advantages Are=<br />
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The Advantages system here is how MCM represents the nearly infinite number of potential powers, assets, abilities, and skills that characters can bring to a game like ours. Rather than require that players write up a pitch for all the things they want and ask staff "please", or detailing out an incredibly crunchy mechanical system instead, MCM concerns itself with two things:<br />
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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.<br />
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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.<br />
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Using the framework below, a player maps out the major things that the character can do, in the sense of "stunts", "special actions", "contextual buttons", etc. irrespective of the means by which the character accomplishes them. As long as those check out with the system, the details, description, and flavor they want are all basically free.<br />
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In essence, the Advantage system keeps things simple, accessible, and objective, by having players apply for Effect instead of Cause. If a character's Advantages satisfy the relevant rules, they pass.<br />
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==Advantage Structure==<br />
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The central resource and metric of the Advantage system is a character to character value called Pips (●s). Each character has a total number of Pips to divide up amongst all of their Advantages, which determines how many they have, and how potent each of them is. Pips don't strictly represent "Advantage power", but rather indicate where the character's focus is, which Advantages are most important, and how much narrative impact they have. That is to say, a titanic dragon character who easily can throw boulders around, but only invested one Pip into their super strength, has less scene-solving, strength-related clout than a Captain America who put in three, and they would be a narrative underdog in a test of raw strength between the two, through whatever clever or heroic lens the latter devises. To help get the idea of how many Pips buys what, the rough guideline is:<br />
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●: A one Pip Advantage is a trait, tool, ability, or skill, suitable for solving problems outside the scope of what an average person can handle. The character can expect to successfully deal with minor and moderate challenges, but struggle to deal with serious obstacles with only these Advantages.<br />
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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.''<br />
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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.<br />
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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.''<br />
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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.<br />
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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.''<br />
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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.<br />
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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.''<br />
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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.<br />
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''Note: In as far as MCM tracks any kind of mechanical Advantage resolution, hard policy is that '''all problems within the scope of a scene are three Pip-resolvable at most'''. Advantages past three Pips are '''always "extra"'''; the only new functionality they enable is self-starting, out of scope ideas.''<br />
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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.''<br />
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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.<br />
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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.<br />
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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.<br />
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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 ●●●.<br />
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In addition to its Pip rating, all Advantages are given descriptive text, referred to as trappings. The trappings of an Advantage are basically the free space in which a player describes the traits/powers/items/skills/assets/etc. that the Advantage comes from, and gets to talk about what the Advantage looks like and how it works. There are a few rules that must be followed when writing [[Advantages#Rules on Trappings|Advantage trappings]], but otherwise, the player can write whatever they like.<br />
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Characters may also elect to use a small number of pre-written Advantages of generally minor or factionally aligned distinction, called Sub-Advantages, using a separate pool of '''4''' Pips, which may be increased slightly in the same way. The list of available Sub-Advantages is available further down.<br />
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==Applying for Advantages==<br />
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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.<br />
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Split your advantages between the Integral and Supporting sections as you see fit; the section names are only descriptive. Each section has a maximum text limit of '''3800''' characters, including spaces, pips, etc. You can easily check this with the word count feature of any word processor.<br />
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Trappings should '''not use theme-specific jargon'''. A player who is unfamiliar with your theme should be able to understand what they mean. You may briefly explain any exclusive or unique terms within the trapping itself if the jargon is essential to include.<br />
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Trappings should also keep in mind language appropriate to the Advantage's level. Describing being a "Peerless master swordsman, unmatched by any man" on a ● Advantage is self-evidently dumb.<br />
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''.<br />
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An Advantage marked '''Protected''' is an Advantage that guarantees a certain amount of extra player leeway on the receiving end, due to being recognized as having the potential to be highly dictatorial, invasive, or un-fun when given the fullest possible weight of our "something happens is better than nothing happens" policy. When Protected-marked Advantages are used on a PC, that player is never obligated to provide anything more than "something to work with", if appropriate, as a result; pressuring a player to accept all intended consequences of the Advantage can be considered abuse.<br />
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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.<br />
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=Advantage Formatting=<br />
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A complete Advantage grouping looks like:<br />
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Black Magic:<br />
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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.<br />
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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.<br />
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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.<br />
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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.<br />
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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.<br />
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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''.<br />
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==Minimum Expectation==<br />
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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.<br />
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==Non-Advantages==<br />
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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.<br />
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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.<br />
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==Redundant Advantages==<br />
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.<br />
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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.<br />
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=Advantages A-K=<br />
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'''Advantages A-K'''<br />
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{| class="LogTable"<br />
|- class="LogRow"<br />
! class=HeaderCell | Designation<br />
! class=HeaderCell | Trappings<br />
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{{!}} class="LogCell" {{!}} '''Adaptation'''<br />
{{!}} class="LogCell" {{!}} The character is less affected by the hazards of hostile environments, such as hard vacuum, crushing pressure, lethal heat or cold, deadly radiation, etc. or specific exotic threats ambient to a locale, like Toukiden's Miasma, the Abyss of Dark Souls, or the Wyld from Exalted. They are generally resistant or immune to both ordinary damage coming from the environment, and other health or safety risks posed by it.<br><br />
'''Required:''' What kinds of environments the character can mitigate. This list should be comprehensive, and not implicit, wherever possible.<br><br />
'''Investment:''' A broader range of environments, and/or greater protective strength against them.<br><br />
Maximum ●●●<br><br />
'''Related:''' Adaptation confers protection, not perfect suitability. You still require '''Flight''' to fly through space, '''Mobility''' to burrow through desert sand, etc. In some cases, '''Toughness''' or '''Resistance''' may allow a character to survive a danger in the environment that they otherwise couldn't, due to their heightened ability to handle damage, though the ability to handle damage won't eliminate the overall threat of hazardous environments. <br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Analysis'''<br />
{{!}} class="LogCell" {{!}} The character can examine targets of their attention and gain useful information about them that wouldn't normally be discernible. High tech scanners, psychometry, and detection spells are obvious examples, but things like determining someone's recent activities by smell or instantly analyzing a robot with intuitive genius are also valid ones.<br><br />
'''Required:''' What targets are valid for Analysis (people, machines, landmarks, etc.) and what information they get from them (functions, elemental alignment, origins, weaknesses, etc.).<br><br />
'''Investment:''' Information of greater breadth, detail, and/or obscurity.<br><br />
'''Related:''' Analysis is a targeted examination of something. To pick up on cues inherent to the locale, see '''Extraordinary Senses'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Anti - Power Genre'''<br />
{{!}} class="LogCell" {{!}} The character can dampen, counter, nullify, or otherwise interfere with the use of some kind of power in their presence. Counterspells, disenchantment, teleportation shields, psionic suppression fields, etc. are common examples.<br><br />
'''Required:''' A well-defined "genre" of power that this Advantage applies to which is significantly more specific than universal catchalls like "magic" or "technology", and at least implicitly how another character would get around it (for instance, moving out of a suppression field).<br><br />
'''Protected:''' Always.<br><br />
'''Investment:''' Stronger interference.<br><br />
'''Related:''' This Advantage interferes with other actors using their powers, and does not personally protect the character from being affected. See '''Resistance''' for personal protection.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Arsenal - Melee/Ranged/Named'''<br />
{{!}} class="LogCell" {{!}} The character has one or more attacks, whether through weapons, magic, technology, natural abilities, or special techniques, that are specialized to them and likely unusually powerful or complex when compared to the arsenals of combat characters of their theme archetype. The character may have a short list of favored or iconic attacks, or even just one or two that are extra important, but the idea is that the character has some degree of special emphasis on a narrow selection of them. The character is presumed to be competent enough in using them to make them effective in combat, but mainly, these specific attacks are either extra powerful and damaging for an attack of their rating, or they possess some complex and dangerous form of delivery mechanism, damage type, special gimmick, etc. The narrower the range, the more powerful the individual attack sources can be, or the more elaborate the gimmick.<br><br />
'''Required:''' A clearly defined and limited selection of damage-dealing abilities. They should be described as inclusively as possible, instead of using implicit bounding. Many different sources of the same kind of attack, such as many different guns that all shoot the same homing trickshot smart bullets, are fine as long as the attack itself is defined. Arsenal - Named requires a category; Named is replaced with the name of the attack the player chooses.<br><br />
'''Credit:''' ● to an Arsenal - Melee if the character possesses at least ●● Arsenal - Ranged, or ● to Arsenal - Ranged if the character possesses at least ●● Arsenal - Melee.<br><br />
'''Investment:''' More powerful or more complex special attacks.<br><br />
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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.<br><br />
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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.<br><br />
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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.<br><br />
'''Related:''' Not every character that can fight will need Arsenal to represent it. The majority of characters lean on '''Combat Options''', which provides a very broad variety of many attacks for less Pips than Arsenal, though of less especial complexity, or '''Weapon Mastery''', which provides various manners of effective attacks and stunts that the chosen weapon or weapons could be used to pull off.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Bane - Target'''<br />
{{!}} class="LogCell" {{!}} The character is readily able to exploit the weaknesses, flaws, nature, or behaviors of a specific archetype of enemy. They might habitually carry specialist gear, such as silver bullets, garlic, cold iron, etc. or they might simply be an accomplished specialist at fighting a certain kind of foe, or in some cases, they might have some ability that reacts especially effectively with certain targets. A World of Darkness hunting urban supernatural evils with silver, fire, and True Faith is an example, as is Geralt of Riviera from the Witcher and his encyclopedia of tactics and poisons to use against monsters of folklore.<br><br />
'''Required:''' A clearly defined and coherent archetype of applicable enemy. There are examples further down the page.<br><br />
'''Credit:''' ● for no more than two Banes.<br><br />
'''Investment:''' More severe effects against the chosen enemy type, clearly in service of "fighting an enemy".<br><br />
Minimum ●<br><br />
'''Related:''' The trope kind of expertise that usually goes with the "monster hunter" archetype is easily represented with '''Analysis''' or '''Knowledge'''. A Bane doesn't give them special information about a target.<br />
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{{!}} class="LogCell" {{!}} '''Buffs'''<br />
{{!}} class="LogCell" {{!}} The character possesses means to improve the the overall effectiveness of individuals or groups when engaged in certain tasks, whether through magic, science, psychic powers, supernatural leadership, etc. The targets (including the character) don't gain a specific new ability, but their efforts are enhanced directly, such as their combat efforts being enhanced by various attack and defense buffs, or their hacking efforts enhanced by a technopathic overclock, or magical efforts enhanced by the character serving as a magic battery or amplifier.<br><br />
'''Required:''' The specific arena(s) of effort the character can improve upon.<br><br />
'''Investment:''' More powerful buffs, and/or slightly broader applicable tasks.<br><br />
'''Related:''' The thing that fully gives other characters full Advantages is '''Share Powers'''.<br />
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{{!}} class="LogCell" {{!}} '''Combat Options'''<br />
{{!}} class="LogCell" {{!}} The character possesses a variety of means with which to straightforwardly attack and deal damage, whether they be weapons, spells, natural abilities, psionic or elemental powers, etc. This Advantage can encompass very large numbers of different attacks and techniques at little cost, and is in fact intended to make it easy to buy up full lists of things like elemental blasts, firearms and explosives, etc. in one go, but its sole purpose is dealing damage. These attacks have no extra effects, and the maximum level of unique delivery or behavior they can come with is defined roughly at "a heat seeking missile" or "chain lightning". The character is presumed to be competent enough at using this Advantage to be an effective attacker.<br><br />
'''Required:''' A list of the types of attacks the character has access to, which need not be exhaustive, but must clearly indicate the limits of its thematic breadth and reach.<br><br />
'''Investment:''' A broader range of attack themes and types, and/or more powerful and impressive attacks.<br><br />
'''Related:''' Attacks with major gimmicks or heavy individual importance fall under '''Arsenal'''. Attacks that cause status effects will likely use or include '''Debilitation'''. Significant all-around skill with specific weapons or combat styles falls under '''Weapon Mastery'''.<br />
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{{!}} class="LogCell" {{!}} '''Control Immunity'''<br />
{{!}} class="LogCell" {{!}} The character is immune to being subjected to mind-altering effects. This can be a result of incredible willpower, psychic insulation technology, etc. This advantage is distinct from Reading Immunity and Intrusion Immunity in that it prevents the user from being controlled or altered, but not mind reading as well. While MCM's policy still asks that this immunity not be outright disrespectful in nature, mind-altering effects are a Protected space, and so someone who has invested into this Advantage needs no further reason to block effects of the same tier or lower. In the case of hazards or NPCs, who by policy "do not have Advantages", a three Pip rating ensures blanket immunity, but a two Pip rating is still assumed to be a strong resilience to all mind control and equivalent effects.<br><br />
'''Required:''' N/A, though it's encouraged to provide what the theme of the immunity is.<br><br />
'''Investment:''' Immunity to higher tier effects, from both PC and NPC sources.<br><br />
Minimum ● Maximum ●●● including Credit.<br><br />
'''Credit:''' ●<br><br />
'''Related:''' If the character would possess both this Advantage and '''Reading Immunity''', '''Intrusion Immunity''' is intended to be the more efficient choice for a character that is going the extra mile in their investment.<br />
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{{!}} class="LogCell" {{!}} '''Communication'''<br />
{{!}} class="LogCell" {{!}} The character can make themselves understood regardless of the entity they're speaking to, as long as it has the intelligence to process the concepts they are communicating. Likewise, the character can perfectly comprehend the closest thing to communication that their partner has. They may be able to apply this to written languages as well.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' This Advantage can only be purchased for ●<br><br />
'''Related:''' To intuit information that another entity isn't communicating, '''Mind Reading''' or '''Mental Intrusion''' is usually appropriate. Lifting information from things that don't communicate at all is usually doable with '''Hint'''.<br />
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{{!}} class="LogCell" {{!}} '''Contract'''<br />
{{!}} class="LogCell" {{!}} The character can forge agreements with other entities that establish specific terms between them, by which violating them inflicts some sort of punishment, and/or succeeding provides some sort of reward Faustian bargains with devils, boons and curses granted by gods, or various magical geases, can fall here. The full workings of Contract are explained in [[Power Copy|this article]].<br><br />
'''Required:''' N/A<br><br />
'''Protected:''' Always.<br><br />
'''Investment:'''Increases number of possible Contracts and how many pips of Advantages are shared.<br>Minimum ●<br><br />
'''Related:''' The means by which a character can always give out as many benefits as they want, provided they are at the scene itself, is still '''Share Powers'''.<br />
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{{!}} class="LogCell" {{!}} '''Conveniences'''<br />
{{!}} class="LogCell" {{!}} The character has access to one or more convenient gadgets or powers that make their life a little easier, defined as not being significantly more potent than "what a middle-class citizen of New York would carry on their person", such as having telepathic communication instead of a cellphone, or an eidetic memory for Google search-type trivia instead of a laptop.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' The Advantage can only be an Incidental Advantage. It's little more than a flavorful and occasionally very niche twist on Non-Advantages.<br><br />
'''Related:''' Having casual access to normal items of a significant grade of utility frequently entails '''Wealth''', or an associated '''Skill''' with which it'd be used, such as a '''Skill''' in medicine to have automatic access to professional medical equipment as a prerequisite.<br />
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{{!}} class="LogCell" {{!}} '''Cure'''<br />
{{!}} class="LogCell" {{!}} The character can treat others to heal or dispel harmful abnormalities and afflictions. These afflictions may be physical, but also possibly mental or magical, like dispelling curses or curing madness. Curing someone doesn't treat the basic effects of "taking damage", beyond perhaps pain. Final Fantasy' Esuna spell and Pokemon's status clearing items are examples.<br><br />
'''Required:''' The scope of the variety of abnormalities and afflictions the character can cure. This may be a little open ended by necessity, but must be clearly limited.<br><br />
'''Credit:''' ● if the character already possesses '''Healing'' at ●● or higher. Only one Credit may be claimed between Cure and Healing.<br><br />
'''Investment:''' A greater breadth of curable maladies and/or greater efficacy in curing severe ones.<br><br />
'''Related:''' If you're looking to heal someone from the damage they've taken, '''Healing''' is it. If the character themself shrugs off status effects on their person, see '''Immunize'''.<br />
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{{!}} class="LogCell" {{!}} '''Debilitation'''<br />
{{!}} class="LogCell" {{!}} The character can inflict detrimental effects and adverse conditions on others to disrupt and hinder enemies. Video game-style debuffs, paralysis, freezing, etc. easily fall here as the most generic example, but things like pressure point strikes, riot control tools, various drugs and poisons, physic hallucinations, gravity or slow fields, or even tabletop spells like magically sticky floors, are solid examples of this Advantage, as a broad catchall.<br><br />
'''Required:''' The overall thematic of the debilitating effects the character inflicts, with clear bounding.<br><br />
'''Investment:''' Greater variety and/or potency of effects.<br><br />
'''Related:''' An effect that would take someone completely out of an interaction, like "realistic" paralysis, strictly falls under '''Incapacitation'''. For something that directly suppresses a specific kind of power, see '''Anti'''. Though generic "poison" or "burn" conditions can appear here, they tacitly acknowledge that they can't seriously injure someone on their own, and exist as a complication; '''Combat Options''' or '''Arsenal''' would deal real damage.<br />
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{{!}} class="LogCell" {{!}} '''Deconstruction'''<br />
{{!}} class="LogCell" {{!}} The character has some tool or ability that selectively and concisely removes an element somewhere in a scene. Whether it's a D&D Rust Monster disintegrating a metal item, a Starbound Matter Manipulator breaking down terrain into raw components, a micro black hole spaghettifying the surroundings, a Magic the Gathering-style extraplanar banishment, or an angry god turning someone into a pillar of salt, a target that "fails the save" is just not in the scene anymore. Unlike hitting something with enough damage to break it, it's fairly unlikely that the target is salvageable in any major way.<br><br />
'''Required:''' N/A<br><br />
'''Protected:''' Possessions of consequence belonging to PCs. Being used on another PC will result in a harmful attack, if appropriate.<br><br />
'''Investment:''' The ability to affect more important/protected targets; taking a unique, powerful, big deal magical artifact straight off the table isn't a ● Advantage.<br><br />
Minimum ● There's absolutely no point to an Incidental Deconstruction.<br><br />
'''Related:''' Any kind of damage-dealing Advantage, such as '''Combat Options''', '''Arsenal''', an appropriate '''Weapon Mastery''', or perhaps even a relevant '''Skill''' such as for demolitions, can break or destroy something in a standard way.<br />
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{{!}} class="LogCell" {{!}} '''Defensive Paradigm'''<br />
{{!}} class="LogCell" {{!}} The character has an unusual defensive ability or property that influences combat in a dynamic way. They might use precognition to defend against normally unavoidable attacks, reflect them back at other targets, cut through curses or brainwaves with a sword, share the pain of taking damage, negate the inertia of being hit, reverse time to retry a defense several ways, teleport through attacks, or any kind of specific, crazy gimmick that alters how a fight with them is fought.<br><br />
This Advantage doesn't make them passively harder to kill, like with armor or self-healing; it's a defensive stunt that is intended to be respected.<br><br />
'''Required:'''The nature of the defensive stunting, and in the case it can invalidate a very wide range of types of attack, a salient limitation; a character's defense button cannot work perfectly against everything until the player deems that it hasn't.<br><br />
'''Investment:''' An increased number of special defense mechanics up to the Pip rating of the Advantage, or a more extreme gimmick with greater reach and impact on a fight. An Incidental example works only on attacks that wouldn't be allowed to work anyways. An example any lower than ●●● cannot expect to work on "everything, unless".<br><br />
'''Related:''' There is a ton of overlap from a lot of different Advantages that could probably serve to fill the role of this one, depending on the example. '''Defensive Paradigm''' exists to bend the usual flow of combat a little in a cool and flavorful way, rather than have immense utility; someone with '''Teleportation''' who could already easily dodge the attack, is able to dodge by teleporting out of the way instead of ducking or diving, and someone with '''Speed''' and '''Weapon Mastery''' at a high level can parry bullets with a sword. Pick this one if the gimmick in question has a very narrow, strong, characterizing trick to it.<br />
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{{!}} class="LogCell" {{!}} '''Disguise'''<br />
{{!}} class="LogCell" {{!}} The character can adopt the appearance and form of someone or something else, whether via expert makeup and impersonation, magical shape changing, holographic camouflage, etc. They don't gain or lose any traits or abilities; they are disguised to avoid suspicion, gain access to things, places, information, etc.<br><br />
'''Required:''' Who or what the character can disguise themself as.<br><br />
'''Protected:''' Impersonating another PC.<br><br />
'''Investment:''' More convincing and comprehensive disguises. A simple "alter ego" is usually only an Incidental Disguise, like Clark Kent putting his glasses and collared shirt on.<br><br />
'''Related:''' Adopting an appearance meant to hide the character from even being see is certainly a type of '''Stealth''' rather than being "disguised" as a bush or something.<br />
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{{!}} class="LogCell" {{!}} '''Entry Methods'''<br />
{{!}} class="LogCell" {{!}} The character has extraordinary means obtaining entry to places they aren't supposed to go, by defeating or overcoming obstacles meant to keep them out and opening up a way in. Anyone can kick down a door or blow a hole in a wall; the character might instead pick locks, hack keypads, detect and dodge wires, fit through tiny spaces, precisely breach with controlled damage, or so on.<br><br />
'''Required:''' The general variety of security measures or obstacles, manmade or incidental, that the character can get past.<br><br />
Minimum ● If security is meaningful enough to require an Advantage, an Incidental Advantage won't do it.<br><br />
'''Investment:''' The ability to gain entry to harder to reach areas.<br><br />
'''Related:''' A character that simply goes right through walls would be looking for '''Intangibility''' instead. A character that gets into places by just leveling or making ways through any obstacles would be looking at '''Field Shaping'''.<br />
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{{!}} class="LogCell" {{!}} '''Extraordinary Senses'''<br />
{{!}} class="LogCell" {{!}} The character is able to pick up on some sort of sensory "cue" or stimuli within a scene that would normally be undetectable, giving them extra information to work with. Sonar and infrared sensors, feeling vibrations through the earth like Toph Beifong from Avatar, picking out someone's appearance from listening to rain like Daredevil, the D&D "detect spells", fit the bill here.<br><br />
'''Required:''' What additional sensory acuity the character has. This usually entails an example of what they might pick up, though common knowledge and parlance like "night vision goggles" doesn't necessitate one. This cannot simply be declaring a target of choice and writing "I sense it"; being able to sense auras of evil-aligned magic is not the same as "I sense evil people". The sole exception is the common and generic "I can see ghosts".<br><br />
'''Investment:''' A greater range of extra sensory cues and/or heightened awareness of them.<br><br />
'''Related:''' This Advantage picks up an element of the scene that would otherwise go unnoticed (a "cue"). To get a bunch of new information about something the character is already aware of, see '''Analysis'''. This may and can result in an '''Extraordinary Sense''' making a character aware of a new cue, thus becoming a valid thing to analyze.<br />
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{{!}} class="LogCell" {{!}} '''Field Shaping'''<br />
{{!}} class="LogCell" {{!}} The character has the capacity to radically reshape the nature of the area around them, whether in the literal sense by manipulating the terrain itself, destroying it with massive attacks, or creating structures, or by means such as flooding it, filling it with smoke, altering gravity, or using their Advantages as traps or obstacles.<br><br />
'''Required:''' How the character can influence the field, in a strongly bound way.<br><br />
'''Investment:''' A greater range of effects and/or alterations of greater scope.<br><br />
'''Related:''' The Advantages '''Arsenal''' or '''Combat Options''' can be used to create deadly hazards, while things like '''Debilitation''' can create tactically advantageous zones. '''Toughness''' might create large shields to protect others. '''Teleportation''' is often combined for the purpose of making portals or wormholes. Almost anything can be made an area effect, though largely indiscriminate in its use; not like '''Buffs''' or '''Share Powers'''.<br />
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{{!}} class="LogCell" {{!}} '''Flight'''<br />
{{!}} class="LogCell" {{!}} The character can fly. Aerial flight or space flight are encompassed the same way under this Advantage, or both.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Greater control and range of flight. Not extreme speed. A minimum of ● is required to essentially negate the threat of heights.<br><br />
Maximum ●●●<br><br />
'''Related:''' Gaining greatly increased speed via flight still requires '''Speed'''. Stunting around difficult or hazardous terrain that would impede flight still requires '''Mobility'''.<br />
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{{!}} class="LogCell" {{!}} '''Hacking'''<br />
{{!}} class="LogCell" {{!}} The character can access, utilize, and/or control secure computers and/or machines. This Advantage has broad utility when interacting with things that are ostensibly hackable, but is strictly limited to those things. The Major from Ghost in the Shell, Sombra from Overwatch, and Cortana from Halo, are examples of big users of Hacking.<br><br />
'''Required:''' N/A<br><br />
'''Credit:''' ●<br><br />
'''Investment:''' Access to more secure devices and greater control.<br><br />
Minimum ●<br><br />
'''Related:''' The complete, dictatory hacking of sapient mechanical entities still requires '''Mind Control''' or '''Mental Intrusion'''. While hacking the physical functions of these entities is within Hacking's wheelhouse, actual invasive control or reading of someone's mind is still a protected space, and cannot be gotten "for free" with this Advantage.<br />
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{{!}} class="LogCell" {{!}} '''Hammerspace'''<br />
{{!}} class="LogCell" {{!}} The character can store and carry improbably large quantities of stuff on their person with ease. Things like bags of holding, video game inventories, and pocket dimensional storage fall here.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Hammerspace is usually an Incidental Advantage. Pips are only required for performing scene-altering stunts with the storage itself.<br><br />
Maximum ●●●<br><br />
'''Related:''' The idea of catching and reusing attacks is covered by '''Defensive Paradigm''' or '''Power Copy'''. The stuff usually inside the hammerspace itself still requires Advantages.<br />
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{{!}} class="LogCell" {{!}} '''Healing'''<br />
{{!}} class="LogCell" {{!}} The character can heal injuries and damage sustained by people or creatures. This Advantage concerns "HP loss" and only strictly related symptoms. Targets are not necessarily required to be strictly organic.<br><br />
'''Required:'''N/A <br><br />
'''Credit:''' ● if the character already possesses '''Cure''' at ●● or higher. Only one Credit may be claimed between Healing and Cure.<br><br />
'''Investment''' More effective healing.<br><br />
'''Related:''' If the character heals on their own, or heals themself, '''Regeneration''' is needed. '''Cure''' is the Advantage for removing "status effects" or things like diseases.<br />
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{{!}} class="LogCell" {{!}} '''Hint'''<br />
{{!}} class="LogCell" {{!}} The character has some ability they can invoke to gain useful information about their situation or a course of action. Future sight, divine inspiration, psychometry, talking with spirits, or plain super genius often fit here. As per its name, this Advantage essentially asks for information from a scene runner or fellow player. Since this Advantage isn't marked Protected, the player is always entitled to something helpful in the spirit of the Advantage, but not necessarily a highly specific or detailed piece of desired information. Hint is an active Advantage; it's not entitled to anything unless a player uses it.<br><br />
'''Required:''' An idea of where the Advantage can gain information and of what kind.<br><br />
'''Investment:''' More detailed information and/or a greater variety of appropriate situations.<br><br />
<br />
Minimum ●. Minimum ●●● for obtaining information about things one or more scenes in advance. Maximum ●●●. Hint cannot be an Incidental Advantage.<br><br />
<br />
'''Related:''' To gain information about something of specific interest, look at '''Analysis''', which allows a character to target a scene element and learn desired details about it. To simply pick up on special cues within a scene, '''Extraordinary Senses''' may be appropriate.<br />
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{{!}} class="LogCell" {{!}} '''Illusions'''<br />
{{!}} class="LogCell" {{!}} The character can create convincing illusions of people, places, objects, or other things. Usually these are visual illusions, but they might apply to other senses too, like conjured sounds or phantom sensations. Holograms, psychic powers, illusion magic, or similar are commonly here. Illusions never affect their environment, nor people; they can only deceive or misdirect them.<br><br />
'''Required:''' The scope of what can be faked, and what can give them away.<br><br />
'''Protected:''' Impersonations of other PCs.<br />
'''Investment:''' Larger/more complicated/more convincing illusions that might deceive more senses.<br><br />
'''Related:''' Illusions can't be used to make a character or object simply disappear; this is a function of '''Invisibility'''. Likewise, though illusions might help greatly with sneaking, '''Stealth''' is still an applicable Advantage to put it to use, and to hide, maneuver, and accomplish tasks stealthily.<br />
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{{!}} class="LogCell" {{!}} '''Immortality'''<br />
{{!}} class="LogCell" {{!}} The character doesn't die, or at least doesn't stay dead, when fatally injured. Voldermot from Harry Potter, Alucard from Hellsing, Cell from Dragon Ball Z, and the Chosen Undead from Dark Souls, are examples of this Advantage in action. All Immortality on MCM requires a "Catch"; a set of criteria where the character can actually die for real, or is otherwise "not a Player Character anymore"; there is no infallible immortality on MCM.<br><br />
'''Required:''' The Catch, as well as information on where and when the character reenters play. Since this can sometimes be difficult to nail down, some examples of commonly accepted types of Immortality Catches are listed on this page.<br><br />
'''Investment:''' The Catch becomes more difficult to fulfill. Again, the list of Immortality Catches should give a good idea of what tier of relevance this has.<br><br />
Minimum ●, Maximum ●●●<br><br />
'''Related:''' Immortality means the character doesn't die, not that they aren't harmed. A character who gets back up with restored health right after being killed would need '''Regeneration''' to heal in combat time. A character that simply tanks through being killed, or reduces the damage of fatal injuries, could probably use '''Toughness'''.<br />
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{{!}} class="LogCell" {{!}} '''Imperishable'''<br />
{{!}} class="LogCell" {{!}} The character has little to no need for one or more things that are considered basic staples of survival, including food, water, sleep, etc. They may or may not also suffer from ageing at a highly reduced rate, or not at all. They might also not strictly require oxygen, but this Advantage doesn't protect against any breathing (or lack thereof) hazards.<br><br />
'''Required:''' Which basics the character is not affected by.<br><br />
'''Investment:''' Imperishable is always an Incidental Advantage.<br><br />
'''Related:''' The corner case of "not needing air" can only be significant defense against hazards with Advantages like '''Adaptation''' or '''Resistance'''.<br />
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{{!}} class="LogCell" {{!}} '''Immunize'''<br />
{{!}} class="LogCell" {{!}} The character can rid themselves of, or immediately shrug off, harmful abnormalities and afflictions. These afflictions might be physical, such as being paralyzed, poisoned, or diseased, but also possibly metaphysical, like resisting curses. This Advantage doesn't restore the character's health beyond the removal of the condition.<br><br />
'''Required:''' The scope of the variety of abnormalities and afflictions the character can cure. This may be a little open ended by necessity, but must be clearly limited.<br><br />
'''Credit:''' ● if the character already possesses '''Regeneration''' at ●● or higher. Only one Credit may be claimed between Immunize and Regeneration.<br><br />
'''Investment:''' Greater resilience or purging of more powerful and/or varied status effects<br><br />
'''Related:''' In all ways, this Advantage is the self-affecting version of '''Cure'''. The same relations apply, such as needing '''Healing''' to gain back "HP" or restore damage.<br />
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{{!}} class="LogCell" {{!}} '''Incapacitation'''<br />
{{!}} class="LogCell" {{!}} The character has an effective and reliable means of subduing opponents with means other than physical harm, or which are at least minimally harmful. Incapacitation is meant to be for methods which are expected to be unusually effective, not just grabbing someone or hitting them with the blunt side of a sword and hoping it does the trick. Numerous examples include stun phasers from Star Trek, the tranquilizer guns and takedowns from the Metal Gear Solid games, magic such as The Sleep from Cardcaptor Sakura, Mid-Childan non-lethal magic from the Nanoha series, or "remove from combat" conditions such as Frog or Stone from the Final Fantasy series. While Incapacitation will often immediately remove minor NPCs from a scene, there is typically no such thing as instant incapacitation of a significant foe; hitting them with repeated applications or weakening them first should be expected, to adhere to sensible combat interactions.<br><br />
'''Required:''' A description of the state of incapacitation the character puts others in, and how it can be lifted, or roughly when it wears off by itself. The latter condition may be implicit in some cases.<br><br />
'''Protected:''' Making transformations to other characters.<br><br />
'''Investment:''' Dealing more "incapacitation damage", in terms of applying it more swiftly and reliably.<br><br />
'''Related:''' In some cases, it might be appropriate for a user of '''Weapon Mastery''' to pull off combat stunts that restrain or knock their opponent out without killing them, though probably still fairly harmfully, and only with a reasonably narrow category and with a reasonable Pip investment. '''Debilitation''' is a better source of weakening and impeding an enemy for an immediate advantage.<br />
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{{!}} class="LogCell" {{!}} '''Intangibility'''<br />
{{!}} class="LogCell" {{!}} The character can pass through solid objects without disturbing them. Typical ghosts do this a lot, though more specific examples are Kitty Pryde from X-Men, Fate/ series Servants or Exalted spirits dematerializing, or characters from games like Shadowrun or D&D using astral projections. Brief Intangibility may be used to stunt avoiding attacks, but since invincibility isn't a permissible Advantage on MCM, any form of Intangibility the character can maintain for long enough to be "unattackable" is automatically susceptible to all attacks the character usually is.<br><br />
'''Required:''' N/A<br><br />
Minimum ●● Maximum ●●● including Credit.<br><br />
'''Credit:''' ●<br><br />
'''Investment:''' The ability to pass through more "restrictive" or "defensive" objects. The physical characteristics, like density or weight, don't matter narratively.<br><br />
'''Related:''' If the character becomes intangible primarily for the purposes of reducing or negating harm, '''Defensive Paradigm''', or possibly '''Toughness''', are likely more appropriate.<br />
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{{!}} class="LogCell" {{!}} '''Intrusion Immunity'''<br />
{{!}} class="LogCell" {{!}} The character has partial or full resistance to effects that invasively influence or examine their thoughts and feelings. They might have special training, protective equipment, or just natural immunity, but regardless of the method, this Advantage is a hard "opt out" of dictatorially affecting what the character thinks or feels, or reading their thoughts or intentions. While MCM's policy still asks that this immunity not be outright disrespectful in nature; these spaces are already Protected, and so someone who has invested into this Advantage needs no further reason to block effects of the same tier or lower.<br><br />
'''Required:''' N/A, though it's encouraged to provide what the theme of the immunity is.<br><br />
'''Investment:''' Immunity to higher tier effects, from both PC and NPC sources.<br><br />
Minimum ● Maximum ●●●<br><br />
'''Related:''' In certain cases, it might be plausible to cure or shrug off "mental status effects" inflicted by mental influences, using specialized '''Cure''' or '''Immunize''' instead of needing this Advantage. These other Advantages never reject the primary effects of things like '''Mind Control''', '''Mind Reading''', or '''Mental Intrusion''', but may be justified in healing harmful madness, trauma, delusions, etc. Furthermore, characters who have an immunity or especially strong resistance to having their thoughts controlled or altered, or read in some way, would want to opt for '''Control Immunity''' or '''Reading Immunity''' instead. The Advantages are intentionally there to be more affordable ways of representing a character with special mental resilience; most characters will not require the fully costed blanket package. <br />
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{{!}} class="LogCell" {{!}} '''Invisibility'''<br />
{{!}} class="LogCell" {{!}} The character can conceal themselves in such a binary and effective way that it is no longer hiding or masking their presence, but that they just won't be found until they interact with something. The usual Invisibility is the visual kind, like provided by invisibility spells like in Harry Potter, optical camouflage like the Predator or Ghost in the Shell, or sometimes natural ability, like chameleonic skin, or superheroes like Toru Hagakure from My Hero Academia. Other forms however, like psychic invisibility compelled by the Silence from Doctor Who, the Stone Mask from The Legend of Zelda, or the Dummy Check Esper ability from a Certain Scientific Railgun, are considered to be the same effect.<br><br />
'''Required:''' N/A, though without further description, the invisibility is assumed to apply only to sight.<br><br />
'''Investment:''' Greater effectiveness, and possibly a greater range of senses affected. ● Invisibility will usually provide cover from individually unimportant but collectively meaningful NPC attention, or provide niche invisibility regarding a specific stunt or power of the character's. ●● Invisibility is presumed to be effective in concealing the character, has notable limitations that cap the character's ability to go wherever they place all the time, like subtle visual cues, a strict time limit, dispelling when attacking, etc. ●●● Invisibility is close enough to be flawless that its integrity isn't in question until the character engages in very obvious activities or suitably great effort is put towards discovering them.<br><br />
'''Surcharge:''' ● for ● Invisibility, ●● for ●● Invisibility, ●●● for ●●● or higher Invisibility.<br><br />
'''Related:''' Invisibility alone doesn't guarantee that a character can accomplish things stealthily or undetected. '''Stealth''' covers the major aspects of being genuinely sneaky, and Illusions still have their major use in misdirecting and deceiving people, which synergize with Invisibility if desired.<br />
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{{!}} class="LogCell" {{!}} '''Knowledge - Field'''<br />
{{!}} class="LogCell" {{!}} The character is exceptionally knowledgeable about a particular field that is concretely useful in solving scene problems or specifically advantageous in scene scenarios. In this case, it's the information itself that is the valuable tool, rather than a practical effect.<br><br />
'''Required:''' A category of Knowledge, and at least two specific examples of how the field is useful to the character in day to day RP circumstances. A sweeping and vague "knows a lot about a thing" won't fly; it has to have examples of an obvious impact.<br><br />
'''Investment:''' Broader and more detailed knowledge with greater practical impact.<br><br />
Minimum ● Maximum ●●● Trivially accessible knowledge is something any character can have.<br><br />
'''Related:''' A character cannot implicitly gain the use of another Advantage for having Knowledge. For instance, Knowledge - Computers doesn't give a character the use of Hacking, though a thin slice of shared effect space might exist. Carefully consider whether the character actually needs Knowledge to do the things they do, or whether it's simply an element of their background.<br />
|}<br />
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<br />
= Advantages M-W =<br />
<br />
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'''Advantages M-W'''<br />
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{| class="LogTable"<br />
|- class="LogRow"<br />
! class=HeaderCell | Designation<br />
! class=HeaderCell | Trappings<br />
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{{!}} class="LogCell" {{!}} '''Mental Intrusion'''<br />
{{!}} class="LogCell" {{!}} The character can broadly perceive, analyze, influence, and/or edit the mental attributes of other beings, whether their thoughts, feelings, memories, etc. This Advantage assumes the character can do this to a supernatural or superhuman degree, even if through mundane skill, rather than psychic control or super brain simulation.<br><br />
'''Required:''' What types of influence the character has with minds.<br><br />
'''Protected:''' Always.<br><br />
'''Investment:''' More powerful and/or flexible effects.<br><br />
Minimum ● Maximum ●●●<br><br />
'''Related:''' Mental Intrusion is the appropriate, fully subsidized space for characters who can both read and write to other people's minds. For characters with a narrower range, see '''Mind Control''' or '''Mind Reading'''; having just one of them costs less Pips than having both functions inherent in Mental Intrusion.<br />
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{{!}} class="LogCell" {{!}} '''Mind Control'''<br />
{{!}} class="LogCell" {{!}} The character can directly control the minds of others, or else influence their thoughts and feelings with such effectiveness and precision that it amounts to the same thing. The character might be able to completely control the actions of another, but they might also be capable of performing elaborate tasks such as implanting compulsions and triggers, creating false ideas or delusions, changing feelings regarding things, or erasing or editing memories.<br><br />
'''Required:''' An idea of which kinds of control the character has over minds.<br><br />
'''Protected:''' Always.<br><br />
'''Investment:''' More powerful mind control.<br><br />
Minimum ●● Maximum ●●● including Credit.<br><br />
'''Credit:''' ●<br><br />
'''Related:''' Though it's possible to simply force a mind controlled entity to verbally divulge what they know, any information gained in this way is assumed to be much less clear, reliable, unbiased, or complete, not to mention less subtle, than by using '''Mind Reading'''. If the character possesses both abilities however, '''Mental Intrusion''' is intended to be the more cost efficient catchall.<br />
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{{!}} class="LogCell" {{!}} '''Mind Reading'''<br />
{{!}} class="LogCell" {{!}} The character can gain information about the thoughts, feelings, intentions, or mental characteristics of others. They might be directly reading the information out of their mind with psychic or magical means, but anything sufficiently intrusive, like simulating their thoughts with a supercomputer, or using superhuman intuition and psychology, amounts to the same effect. The Advantage allows for precise information to be easily and usually subtly obtained.<br><br />
'''Required:''' An idea of what information the Mind Reading extends to.<br><br />
'''Protected:''' Always.<br><br />
'''Investment:'''More far reaching and accurate information gathered.<br><br />
Minimum ●● Maximum ●●● including Credit.<br><br />
'''Credit:''' ●<br><br />
'''Related:''' As with '''Mind Control''', the completed suite of mind influencing abilities between the two is inherently cheaper with '''Mental Intrusion'''. '''Mind Reading''' and '''Mind Control''' exist as a subsidized spaces for a character to do one or the other for less cost.<br />
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{{!}} class="LogCell" {{!}} '''Mobility'''<br />
{{!}} class="LogCell" {{!}} The character can adroitly navigate complex, dense, difficult, and/or hazardous routes by means of exceptional or enhanced movement ability. Parkour, diving, jump packs, wall climbing, grapnel hooks, water turbines, video game-style double jumps and air dashes, etc. Feats such as running across water, balancing on clotheslines, or clinging to ceilings, are within reach of Mobility of a suitable rating. Examples include Spider Man, Batman, and Catwoman, Mario and Luigi, Faith from Mirror's Edge, Genji from Overwatch, and almost any Wuxia theatre-type character.<br><br />
'''Required:''' The ways in which the character's mobility is enhanced. References to commonly understood ideas are acceptable shorthand, though ideally some form of example stunt should be included.<br><br />
'''Credit:''' ● if the Mobility contains water-related or aerial stunts and the character already possesses '''Water Prowess''' at ●●●● or higher, or '''Flight''' at ●●●.<br><br />
'''Investment:''' Greater ability to mitigate or ignore the difficulties or perils of navigating obstacles, or movement abilities with a wider variety of applicable situations.<br><br />
'''Related:''' Mobility might help the character avoid various perils, but if they wish to, for example swim safely in lava instead of water, or at the bottom of the ocean they require '''Adaptation'''; another example is that if they take a high speed fall from parkouring at height, '''Flight''' or '''Toughness''' would be what it takes to not splat at the bottom.<br />
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{{!}} class="LogCell" {{!}} '''NPCs'''<br />
{{!}} class="LogCell" {{!}} The character bit has the use of one or more entities besides the named central character themself. These "extra" beings usually comply or cooperate with the character, though even if they are less than cooperative in-character, the player still has full and total control over them. In all circumstances, the NPC or NPCs are of lesser importance and relevance than the main character; the benefits of the Advantage are that these extra characters can be easily changed up, expended, or sent out to represent the character's interests, without extra limitations on the player's part. The restrictions are that NPCs can only have access to Advantages that are on the character's list, and that losing the NPCs must still amount to some kind of non-trivial consequence or setback to the character, depending on their rating.<br><br />
'''Required:''' The generalities of what the NPCs do and their thematic limits. A reader should be able to tell that Storm Troopers don't use the Force or swing around lightsabers.<br><br />
'''Investment:''' More powerful, effective, and generally relevant NPCs.<br><br />
● NPCs are at the level of mooks or extras. They can apply their abilities in limited situations and tackle minor problems in the character's stead, but overall they can't do much more than bog down another PC, limited to being a minor obstacle or inconvenience. Blobs of generic Stormtroopers, red shirts, or workmen are example. Losing them is a minor setback and they are quickly replaceable.<br><br />
●● NPCs are comparable to a "miniboss" or themed specialists. Their abilities and personal resources are meaningful enough to solve significant problems for the character, and they're meaningful, serious obstacles to other PCs in a situation where they conflict. NPCs of this rating still can't reasonably expect to defeat a PC in combat or categorically outdo them in their area of expertise, but they can present a stiff challenge. R2-D2, or generic SOLDIERS from Final Fantasy VII are examples. They represent a significant amount of investment and are time/cost/effort intensive to replace when lost.<br><br />
●●● NPCs are roughly at the same tier as PCs. They are serious combat entities, have skills that can solve the central problems of scenes, and can overall expect to viably compete with Player Characters; they might in fact be stronger than the character that has the Advantage in some areas. They usually have some Advantages dedicated to fleshing them out. Ash Ketchum's Pokemon team, including Pikachu, is a prime example. Losing these NPCs is prohibitively costly to the character, and significantly diminishes their effectiveness until they can get them back in action or replace them.<br><br />
Maximum ●●● NPCs can't be completely stronger or better than PCs.<br><br />
'''Related:''' If the character's '''NPCs''' have extremely limited function, or are personally irrelevant but amount to one of the character's main abilities, it may be valid to replace them with the Advantage itself. Tiny spy drones might just be represented with '''Remote Viewing''', or exploding suicide summons might just be a part of '''Combat Options'''.<br />
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{{!}} class="LogCell" {{!}} '''Power Copy - Derivative/Mirror'''<br />
{{!}} class="LogCell" {{!}} The character has the ability to make use of the Advantages of another character or the attributes and abilities of another target, in some form or imitation. Because Power Copying is an Advantage that can be almost any other Advantage, the full details of [[Power Copy|Power Copy]] are covered in their own article. This article is mandatory reading for characters who want Power Copy.<br><br />
'''Investment:'''Power Copy - Derivative is always ●●● and Power Copy - Mirror is always ●●●●●<br><br />
'''Surcharge:''' ●●●● for power Copy - Derivative, ●● for Power Copy - Mirror.<br><br />
'''Related:''' There is no particular Advantage that can be pointed out in relation to Power Copy. It's important to note, however, that most characters with Power Copy also have Advantages that consistently show up no matter who they've copied, and it's highly encouraged to buy these Advantages for the character themself, instead of relying on trying to have them copied at all times.<br />
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{{!}} class="LogCell" {{!}} '''Quantum Solution'''<br />
{{!}} class="LogCell" {{!}} The character can produce situational solutions to seemingly most or any problems they encounter, which are unique, one-off, or otherwise non-replicable in a practical sense. Think MacGyver-esque ingenuity, arbitrary mad science gizmos, absurdly flexible but situational magic, miraculous luck, etc. As per the name, the concrete solution essentially doesn't exist until it suddenly does; it doesn't sit around forever "not being used". Quantum Solution allows the character to produce a solution to a single, discrete obstacle or challenge within a scene; the form this solution takes and how effectively it solves the problem are at the discretion of the scene runner, though the once per scene use of the Advantage isn't used up in a situation where an agreement cannot be reached.<br><br />
'''Required:''' A strong theming for the nature of the Advantage. A character cannot produce solutions of infinite different thematics of infinite genres.<br><br />
'''Protected:''' Always.<br><br />
'''Investment:''' Quantum Solution is always ●●●●<br><br />
'''Related:''' No Advantages are strictly related to Quantum Solution, given that it is a once per scene golden ticket. If the character is more likely to simply solve problems with their given Advantages in clever ways, and figuring out how to do so is the hard part, '''Hint''' can be a good source of prompts.<br />
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{{!}} class="LogCell" {{!}} '''Reading Immunity'''<br />
{{!}} class="LogCell" {{!}} The character is able to block out attempts to read their mind, directly or by similar dictatorial means of information gathering about their thoughts. This advantage is distinct from Control Immunity and Intrusion Immunity in that it prevents the user from having their minds read, but not being controlled or mentally altered as well. While MCM's policy still asks that this immunity not be outright disrespectful in nature, mind-reading effects are a Protected space, and so someone who has invested into this Advantage needs no further reason to block effects of the same tier or lower. In the case of hazards or NPCs, who by policy "do not have Advantages", a three Pip rating ensures blanket immunity, but a two Pip rating is still assumed to be a serious obfuscation to various mind reading and equivalent effects.<br><br />
'''Required:''' N/A, though it's encouraged to provide what the theme of the immunity is.<br><br />
'''Investment:''' Immunity to higher tier effects, from both PC and NPC sources.<br><br />
Minimum ●● Maximum ●●● including Credit.<br><br />
'''Credit:''' ●<br><br />
'''Related:''' If the character would possess both this Advantage and '''Control Immunity''', '''Intrusion Immunity''' is intended to be the more efficient choice for a character that is going the extra mile in their investment.<br />
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{{!}} class="LogCell" {{!}} '''Regeneration'''<br />
{{!}} class="LogCell" {{!}} The character can heal their injuries and physical damage they've taken. They might do this passively over time, or by using special healing spells or techniques on themself. This Advantage concerns "HP loss" and only strictly related symptoms.<br><br />
'''Required:''' N/A<br><br />
'''Credit:''' ● if the character already possesses '''Immunize''' at ●● or higher. Only one Credit may be claimed between Regeneration and Immunize.<br><br />
'''Investment:''' More effective healing.<br><br />
'''Related:''' If the character is able to heal other people with their powers, they require '''Healing''' to do so. '''Immunize''' is the Advantage for purging or shrugging off "status effects" done to the character.<br />
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{{!}} class="LogCell" {{!}} '''Remote Manipulation'''<br />
{{!}} class="LogCell" {{!}} The character can physically manipulate objects at long distance, as by telekinesis, elemental manipulation, magical puppet strings, sticking their hands through tiny portals, etc. This Advantage is always a form of utility, covering practical tasks that can be accomplished with physical manipulation, or using physically oriented Advantages the character possesses at a distance; it is typically not an effectual substitute for an Advantage the character doesn't have. The default assumption is a type manipulation commensurate with the character using their hands, but things like water or sand or fire will obviously default to a more abstract representation.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' More precise and varied manipulation at distance.<br><br />
'''Related:''' If the character's remote abilities vastly exceed their normal physical parameters, '''Strength''' or '''Superhumanity''' are necessary picks, such as to crush cars with the character's mind. Things like telekinetic flight and barriers are entirely different Advantages, such as '''Flight''' and '''Toughness'''.<br />
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{{!}} class="LogCell" {{!}} '''Remote Viewing'''<br />
{{!}} class="LogCell" {{!}} The character can look into places far away from them without being physically present, usually for the purposes of surveillance. This can be very mundane, such as with cameras and microphones or drones, or with fantasy equivalents like crystal balls, Scrying spells, and sense-linked familiars, to name some.<br><br />
'''Required:''' A criteria that determines valid places for the character to view, as opposed to "the entire Multiverse."<br><br />
'''Protected:''' Spying on PCs without their knowledge.<br><br />
Maximum ●●●<br><br />
'''Investment:''' Longer viewing range, greater penetration of security, and/or greater awareness of a viewed place or multiple viewed places at once.<br><br />
'''Related:''' Remote Viewing itself doesn't guarantee that nobody knows the character is looking in; the default assumption is that other characters can become aware that they're being watched without anything special. '''Stealth''' would apply to this kind of Remote Viewing, or laterally, '''Invisibility'''.<br />
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{{!}} class="LogCell" {{!}} '''Repair'''<br />
{{!}} class="LogCell" {{!}} The character can fix damaged or broken things up to a usefully functional state, far more quickly and effectively than would be possible with simple access to parts, plans, and time. They may just be implausibly effective with mundane repair methods, like a super mechanic or arbitrary mecha repair junkie, but oftentimes sci-fi nanobots or repair rays are involved like Eclipse Phase or Starbound, or else supernatural abilities like Josuke's Stand, Crazy Diamond, from Jojo's Bizarre Adventures.<br><br />
'''Required:''' A metric by which Repair is more limited than "any object fully and instantly."<br><br />
'''Investment:''' Faster, more complete, more varied repairs.<br><br />
'''Related:''' Repairs don't fix people. Even mechanical people. That requires '''Healing''', '''Regeneration''', '''Cure''', or/and '''Immunize'''. In some cases '''Resurrection''' might be appropriate, like bringing a dead robot or AI person back online.<br />
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{{!}} class="LogCell" {{!}} '''Resistance - Source'''<br />
{{!}} class="LogCell" {{!}} The character has an unusually high resilience to, or preventative measure against, a specific type of harmful or unwanted influence. A D&D red dragon's resistance to Fire, a Fate/ Servant's resistance to magecraft, a robot's resistance to poison, etc. This Advantage has variable usefulness against PC Advantages, but not simple PC means; Resistance - Fire works normally against a PC pickup up a torch or opening a nearby lava floodgate, but sharply gives way against a PC who manipulates or shoots fire. The amount to which it falls off vs PC Advantages largely depends on the PC's access to arbitrary equivalents. It's understood to be a dick move for a wizard with every element to slam Rubicante with fireball over and over again, but an Avatar Firebender is free to borderline ignore it completely, given that fire is their number one interaction method. Protected effects are always valid to hard resist.<br><br />
'''Required:''' N/A. See some examples of valid categories in the appropriate section.<br><br />
'''Credit:''' ● if the Resistance is against damage type and the character has Toughness at ●●● or higher, or if the Resistance is against an ambient factor and the character has Adaptation at ●●● or higher. The Credit applies to no more than two Resistances.<br><br />
'''Investment:''' More powerful resistances.<br><br />
'''Related:''' A Resistance cannot provide its complete effects vs environmental factors unless it is narrowly categorized against one specific factor, such as Resistance - Acid allowing the character to dip into a vat of acid. In almost all cases, '''Adaptation''' is still a necessary Advantage to deal with hazardous environments. If the character has a wide variety of specific elemental resistances, a high-rated '''Toughness''' with simple written caveats that it applies more to some elements than others, is much more appropriate. Any Resistance that would be covered by '''Intrusion Immunity''' requires that Advantage instead.<br />
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{{!}} class="LogCell" {{!}} '''Resurrection'''<br />
{{!}} class="LogCell" {{!}} The character can bring people back to life. Period. If they were dead, they aren't anymore. These people come back with all the functionality of their living selves, even if not necessarily in exactly the same shape.<br><br />
'''Required:''' Some criteria under which a dead character cannot be resurrected. Resurrection cannot be universally applicable on every random skull a character finds in a dungeon or name they find on a grave marker, because of how unduly laborious it is for scene runners to constantly fabricate NPCs out of nothing. The criteria should ideally be clean and easy to judge, so that the distinction is quickly apparent and simple to both GM and roleplay around.<br><br />
'''Investment:''' Resurrection is always ●●●●●<br><br />
'''Related:''' Resurrection is absolutely not needed to revive, and in fact does not work on, a character who is merely "defeated", dying, or in critical condition. It may apply to, but is not strictly necessary for, characters who are "clinically" dead but still possible to save with ordinary medical attention. Since Resurrection only works on other characters, if the character who possesses it can come back to life, they require '''Immortality''' to do so.<br />
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{{!}} class="LogCell" {{!}} '''Skeleton Catch'''<br />
{{!}} class="LogCell" {{!}} The character can kill people dead full stop. They automatically fulfill the Catch associated with any form of Immortality, and the limitations of any form of Resurrection, unless they choose not to. The target cannot be brought back to life by any means, including fiats of plot, or powers that aren't technically either Immortality or Resurrection. This Advantage is an explicit exception to the notion that no Advantage automatically trumps another (though in reality, the existence of condeath typically means it's little more than a theoretical threat to other PCs). Examples are pretty rare, along the lines of Sekiro's Mortal Blade, Star Butterfly's killing spell, or the First Hassan from Fate/Grand Order.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Skeleton Catch trumps Immortality of the same Pip rating or lower. ●●● Skeleton Catch trumps Resurrection. Since NPCs don't use the Advantage system itself, ● kill NPCs that come back to life as a gimmick, ●● kills NPCs that come back to life as a major plot obstacle, and ●●● kills NPCs that essentially aren't killable without a plot.<br><br />
Minimum ● Maximum ●●● Obviously, lower or higher ratings than these aren't meaningful.<br><br />
'''Related:''' Skeleton Catch is not in of itself a mechanism of killing things. It doesn't pierce '''Toughness''', negate '''Regeneration''', or otherwise factor into how easy it is to kill a target; you still require the means to finish them off first, such as '''Combat Options''' or '''Weapon Mastery'''. If you don't know what a Catch is, read '''Immortality'''.<br />
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{{!}} class="LogCell" {{!}} '''Skill - Field'''<br />
{{!}} class="LogCell" {{!}} The character is exceptionally skilled in an area of expertise whose practical applications are not wholly or mostly encompassed by another Advantage, and is useful enough to frequently have Advantage-worthy applications under various circumstances. The skill cannot grant the character use of other Advantages implicitly; Skill - Programming doesn't grant free '''Hacking'''.<br><br />
'''Required:''' A category of Skill, and at least two specific examples of how the skill is useful to the character in day to day RP circumstances. The category must be something grounded in reality. Skill - Magic isn't valid; "does magic" could mean anything.<br><br />
'''Investment:''' Greater capability to accomplish difficult tasks<br><br />
Maximum ●●●<br><br />
'''Related:''' This Advantage is a sort of mirror of '''Knowledge''', for relatively mundane but important learned attributes a character has which are academic rather than applied. Unusual skills with weapons or vehicles fall under '''Weapon Mastery''' and '''Vehicle Mastery''' respectively.<br />
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{{!}} class="LogCell" {{!}} '''Share Powers'''<br />
{{!}} class="LogCell" {{!}} The character can grant the use of one or more of their Advantages to other characters, such as by handing out equipment, bestowing magical enhancements, giving out blessings, synchronizing minds, etc. Having this Advantage means the character is able to provide others in the same scene with the benefits of any of their other Advantage Points of the same Pip rating or lower. The way that the Advantage looks in someone else's hands may change radically, but it functionally performs by the same limitations. Advantages are only shared during the same scene; the character can't lend out Advantages when they aren't around, or on a permanent basis (that would be covered by an Upgrade Application). Any Advantage with a Surcharge that is shared requires that the beneficiaries act in concert with the sharer; characters that are the recipient of Advantages like Teleportation or Invisibility can't all run off and use it for their own ends separately.<br><br />
'''Required:''' A description of the form in which the character shares their Advantages, usually defined as a broad thematic, like mad science gadgets or magical enchantments.<br><br />
'''Credit:''' ● if he character already possesses Contract at ●● or higher.<br><br />
'''Investment:''' Being able to share Advantages of an equal or lower Pip rating.<br><br />
Maximum ●●●<br><br />
'''Surcharge:''' ● if the character wants to be able to share a 4 or 5 Pip Advantage. This still requires ●●●.<br><br />
'''Related:''' Any Advantage listed as an invalid target of '''Power Copy''' cannot be shared by this Advantage. Having this Advantage obviates the need to take versions of an Advantage that exclusively effect the character or other characters, such as both '''Healing''' and '''Regeneration''', or '''Cure''' and '''Immunize''', at the same time; sharing '''Regeneration''' is healing another, sharing '''Healing''' with yourself is regenerating yourself. Strictly speaking, it's possible, though very rare, to make any valid Advantage explicitly affect only other people, in which case this works in the same way as the above. If the character wishes to divulge material to others on a large scale and/or semi-permanent basis, '''Wealth''' is required to do so.<br />
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{{!}} class="LogCell" {{!}} '''Speed'''<br />
{{!}} class="LogCell" {{!}} The character can act and/or react at speeds far beyond normal human capability. They might move at tremendous speed, such as with Sonic the Hedgehog, they might have incredible reflexes and mental speed, such as Wrath from Fullmetal Alchemist, or do pretty much everything at super speeds, like the Flash reading books or building walls in seconds. At least a small investment usually applies to extremely fast vehicles.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Greater potency of character speed. There isn't a hard scale on how fast a character can move or react with this Advantage, but it's loosely understood that a higher investment means that the character is faster than they would be with a lower investment; ● Speed doesn't get supersonic parkour.<br><br />
Minimum ●<br />
'''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.<br />
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{{!}} class="LogCell" {{!}} '''Split Actions'''<br />
{{!}} class="LogCell" {{!}} The character is able to split their attention, physically as well as mentally, to the ends of pursuing several different major courses of action at the same time, possibly even in different places. This can apply to character bits that are made up of multiple entities (though far from a majority of them), but also characters that create doubles or projections. For example, the typical JRPG party is rarely ever applicable, pretty much always sticking together and tackling the same objective, but a super AI forking its brain to be in a bunch of places, manipulating different systems, always is.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' By default, MCM expects that each player in a scene is getting One Big Thing done during each of their pose rounds, and doesn't allow for someone posing twice as much to be in two places advancing two different objectives, effectively "doubling their attendance". This Advantage allows a character to do exactly that (though no more than two). They can gun down a horde of zombies while hacking a computer mainframe, or perform a magic ritual while building fortifications.<br><br />
'''Minimum:''' This Advantage is always ●●●<br><br />
'''Related:''' The NPCs Advantage covers the vast majority of characters having underlings, monsters, allies, drones, etc. Darth Vader's troopers succeed only when he's on screen with them to contribute his big deal presence.<br />
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{{!}} class="LogCell" {{!}} '''Stealth'''<br />
{{!}} class="LogCell" {{!}} The character is adept at getting around unseed and undetected. Their stealth might be enhanced by, or wholly created by, camouflage technology, magical silence, extremely small size, etc. This Advantage covers "doing things stealthily" as a whole, rather than just moving around unnoticed. Solid Snake, Altair from Assassin's Creed, Garret from the Thief Series, and James Bond are examples.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' More effective stealth.<br><br />
'''Related:''' The main boundary of Stealth is that someone could be alerted to the character with enough mundane effort. If it's presumed the character just won't be seen until they do something to affect someone or something, it's in the wheelhouse of '''Invisibility'''.<br />
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{{!}} class="LogCell" {{!}} '''Strength'''<br />
{{!}} class="LogCell" {{!}} The character wields physical strength far beyond normal human capabilities, to the point that feats of strength alone become a valid way to solve a wide variety of problems. This Advantage is usually the primary physical focus of the character, like with the Incredible Hulk, Shizuo Heiwajima, Suika Ibuki, or Herakles.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' A greater ability to stretch physical strength into a problem-solving device. There isn't a hard scale of how much a character can lift, break, etc. with this Advantage, but it's loosely understood that a higher investment means that the character is stronger than they would be with a lower investment; ● Strength doesn't flex tanker ships.<br><br />
Minimum ●<br><br />
'''Related:''' '''Speed''' and '''Toughness''' are essentially counterparts to this Advantage.<br />
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{{!}} class="LogCell" {{!}} '''Superhumanity'''<br />
{{!}} class="LogCell" {{!}} The character has some combination of strength, speed, reflexes, durability, and/or stamina well above the human norm. They may favor some physical characteristics over others, but this Advantage is intended to be a way of easily representing a character being "generically" all around superhuman, extremely common in anime/comics/manga/video games/etc. With characters like Goku, Superman, Dracula, Cloud Strife, etc.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' A greater extent of superhuman physical capability. This Advantage is roughly equivalent to half as many Pips in Strength, Speed, and Toughness.<br><br />
'''Related:''' To emphasize a particular attribute instead of a whole, "generic" package, see '''Strength''', '''Speed''', and/or '''Toughness'''. Having all three as a more expensive way of having even greater physical prowess is explicitly okay. Superhuman senses are covered by '''Extraordinary Senses'''.<br />
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{{!}} class="LogCell" {{!}} '''Survival Skills'''<br />
{{!}} class="LogCell" {{!}} The character is expertly capable at providing for themselves and others without infrastructure suited to providing for people. This Advantage usually represents a bundle of closely related skills in navigation, foraging, identifying and being protected from things strictly related to "living off the land", or else abilities that trivialize it, like creating food and clean water with magic<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' This Advantage is always an Incidental Advantage. PCs being stuck out in the wilderness for long periods of time is almost never going to be a relevant challenge.<br><br />
'''Related:''' For meaningful protection against serious environmental dangers, and/or environmental protection that allows the character to be useful (as opposed to hiding in a shelter), see '''Adaptation'''.<br />
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{{!}} class="LogCell" {{!}} '''Teleportation'''<br />
{{!}} class="LogCell" {{!}} The character can travel from point A to point B instantaneously (or close enough). A Wizard's teleportation spell, Nightcrawler's Mutant power, Chell's Aperture Science portal gun, Goku's Instant Transmission technique, Star Trek Transporters, or even characters summoned by their name or some other trigger, like Beetlejuice or Hastur, are some examples amongst many.<br />
<br><br />
'''Required:''' The limitations to where the character can teleport, essentially a description of why the character can't teleport "anywhere and everywhere in the Multiverse". The trappings cannot be written along the lines of the character "being so fast they move instantly", or else it's just sneakily describing Speed; Teleportation is strictly a transport Advantage.<br><br />
'''Investment:''' ● Teleportation is limited to instant travel to places within the character's immediate surroundings that they have the ability to access already, as a sort of "flash step" or similar. ●● Teleportation allows a character to go through most walls and obstacles, and get to most places in a scene, with some salient limitation to their destination. ●●● Teleportation allows basically unrestricted access to anywhere within a scene with only very minor limitations. Incidental Teleportation is limited to limited fast travel-style transit to points of interest, and casual intros/exits from scenes.<br><br />
'''Surcharge:''' ● Teleportation has no Surcharge. ●● Teleportation has a ● Surcharge. ●●● Teleportation has a ●● Surcharge.<br><br />
'''Related:''' If the character can go through walls and such without instant travel, see '''Intangibility'''. If the character can do other things than "get to point B" seemingly instantly, you'll need '''Speed''' instead, and probably at a high investment. If the character creates wormholes or warp pads for a sort of persistent teleportation, you'll want '''Field Shaping''' to place teleportation features into a scenescape. Catching and/or redirecting attacks through little wormholes is likely going to be a use of '''Defensive Paradigm'''.<br />
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{{!}} class="LogCell" {{!}} '''Temporal Acceleraton'''<br />
{{!}} class="LogCell" {{!}} The character can cause other things to experience the passage of time at a highly accelerated rate. This could cause plants to grow, weapons to rust, animals to mature, concrete to dry, machines to work faster, etc. The degree of acceleration always depends on how meaningful it is for the acceleration to occur. Ageing a bottle of wine is trivial enough to be arbitrarily accomplished. Causing the reactor of a starship to run out of power so it falls out of orbit is a very significant, and thus very difficult, task.<br><br />
'''Required:''' N/A<br><br />
'''Protected:''' When applied to PCs or their possessions as per Deconstruction.<br><br />
'''Investment:''' Applicability to more narratively impactful targets.<br><br />
Maximum ●●● including Credit.<br><br />
'''Credit:''' ●<br><br />
'''Related:''' Temporal Acceleration does not equate to super speed. Time-flavored speed boosts like Haste spells still require '''Speed''' or '''Superhumanity''', and '''Share Powers''' is required to lend the full weight to others. '''Buffs''' may be a substitute for generically increasing speed as part of an overall increase in competence.<br />
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{{!}} class="LogCell" {{!}} '''Time Loops'''<br />
{{!}} class="LogCell" {{!}} The character can create closed time loops with themselves, defined as an iteration of them from the future briefly returns to the present to assist them in some way, and then at the same point in the future, the character undertakes the same action of returning to the same point in the past. This is the only form of personal time travel that MCM naturally accommodates, as it involves no retcons or dependencies. The usefulness of the future selves depends mostly on how much "being further along the line" matters to the current situation; the character's future self might come bearing warnings of danger, solutions to puzzles, clues to a mystery, items recovered past the current obstacle, etc. Though this Advantage technically doesn't have Protected limitations, consulting with the scene runner is obviously necessary to know what the future self gets to access.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Minimum ●●●<br><br />
'''Related:''' While having no particular limit on its use, the wide variety of things that a time loop can accomplish are bounded very narrowly within the theme of "the progression of time being able to solve it". For a "silver bullet" to just about any challenge, see '''Quantum Solution''', which contains a maximum use of once per scene.<br />
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{{!}} class="LogCell" {{!}} '''Time Stop'''<br />
{{!}} class="LogCell" {{!}} The character has the ability to stop time, or else somehow act instantaneously, outside the bounds of "super speed", differentiated by the presumption that the character is taking an actions that usually resolve first and are followed second at great difficulty, rather than applying the "super fast" adjective to their actions. While this Advantage doesn't technically have Protected limitations, adherence to the basics of our Advantage policy implicitly limits its ability to behave dictatorially on other players.<br><br />
'''Required:''' N/A. We leave it up to the player to define what means or mechanic it is that guarantees other PCs "a save", as per our Intensity of Effect rules.<br><br />
'''Investment:''' Time Stop at a ● rating is strictly limited in what actions the character can use it for, amounting to a number of small stunts that exist in laterally related space to things like speed, reflexes, teleportation, special dodges, attack gimmicks, etc. The character might be unable to interact with the world, or only accomplish single motions, or skip time without getting to change what they started doing. Hit's initial appearance in Dragon Ball Super is a solid example.<br><br />
<br />
Time Stop at a ●● rating has considerable constraints on its use such that it's plausible to resist or contest it with mundane extra effort, awareness, and/or cleverness, or else it isn't very subtle or versatile, but is still a considerable advantage in any time-sensitive context. Nox from Wakfu, Esdeath from Akame ga Kill, the Time Clow Card, and most video game incarnations such as Devil May Cry or Bayonetta, fall here.<br><br />
<br />
Time Stop at a ●●● rating is a primary power wherein the stopped time is reliably and easily accessed with a full range of available actions, letting the character enhance most things they do. The enhanced actions are very difficult to keep track of or brute force past, and are a predominant gimmick added to interactions. Dio Brando from JoJo's Bizarre Adventures and Homura Akemi from Puella Magi Madoka, are credible examples.<br><br />
'''Surcharge:''' ● for ● Time Stop, ●● for ●● Time Stop, ●●● for ●●● or higher Time Stop.<br><br />
'''Related:''' Time Stop, by its nature, overlaps with small sections of functionality from '''Invisibility''' and '''Teleportation''', but cannot seriously supplant them; the character cannot simply "be invisible" for any amount of time they're around, nor do they get from place to place with any extra convenience. Likewise, though a primary part of Time Stop's importance in fiction is skipping the process by which people can watch it the character do things and jump in to interrupt, what the character accomplishes isn't necessarily subtle in any way; '''Stealth''' is still required to do most major things "without anyone knowing it happened", instead of just "without anyone seeing the character do it".<br />
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{{!}} class="LogCell" {{!}} '''Toughness'''<br />
{{!}} class="LogCell" {{!}} The character can take much more damage than a human normally could. Whether they're naturally super tough, use strong armor, energy shielding, psychic or magic barriers, or just happen to have a lot of spare blood and are good at ignoring pain, what matters is that they have significantly greater metaphorical HP, and can take a lot more damage before falling.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Greater defensive strength. This may render lesser attacks largely or completely ineffective, but most of the strength of rating goes into not falling over when hit with what would be large amounts of damage.<br><br />
Minimum ●<br><br />
'''Related:''' To be "too tough" to suffer ambient conditions or hazards, the character needs '''Adaptation'''. For powerful or full protection against narrow sources of damage, or things that aren't strictly damaging, see '''Resistance'''. If the character is "tough" because they're really good at defending themselves, likely see a '''Weapon Mastery''' or '''Defensive Paradigm'''. These Advantages are typically better at mitigating or negating damage, and less applicable to taking it.<br />
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{{!}} class="LogCell" {{!}} '''Unlimited Activity'''<br />
{{!}} class="LogCell" {{!}} The character can keep expending their energy or resources on a task near or effectively indefinitely. They might have superhuman reserves of stamina that let them run or labor for days, a way to constantly gather infinite magic, a power source that can run devices for the foreseeable future, or even just an inexhaustible pile of ammunition and expendables.<br><br />
'''Required:''' The resource or resources the character has in abundance.<br><br />
'''Investment:''' Unlimited Activity is always an Incidental Advantage; the frame of time over which it's relevant exceeds a single scene, and is mostly flavor space.<br><br />
'''Related:''' If a character doesn't need even the bare basics of life to keep working, they require '''Imperishable'''.<br />
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{{!}} class="LogCell" {{!}} '''Vehicle Mastery - Type'''<br />
{{!}} class="LogCell" {{!}} The character has a considerable level of prowess with a certain kind of mount or vehicle. When in the saddle or behind the wheel, they can pull off a variety of expert maneuvers and stunts that wouldn't be possible for someone merely licensed. Obviously, the character is presumed to just have access to basic examples of the relevant ride.<br><br />
'''Required:''' The type of mount or vehicle the character is extraordinarily skilled with This Advantage is category bounded; one purchase covers a limited breadth of mastery. Look further down the page for some acceptable examples.<br><br />
'''Investment:''' Greater proficiency with the chosen mount or vehicle, including when accessing one that is part of the scene.<br><br />
Minimum ●. Nobody needs to justify driving a sedan to a store or riding a horse at a walk.<br />
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{{!}} class="LogCell" {{!}} '''Water Prowess'''<br />
{{!}} class="LogCell" {{!}} The character has extremely high effectiveness in all things regarding acting on or under the water. When swimming, diving, sailing, etc. water features have little bearing on them as a hazard or obstacle, whether from pressure, drowning, currents, or similar. This capability may extend to similar liquid obstacles, depending on rating though it won't protect them from the dangers of things like lava or acid.<br><br />
'''Required:''' N/A<br><br />
'''Credit:''' ●●<br><br />
'''Investment:''' Since one Pip is enough to gain a ●●● rating, investing beyond this point is only for consummate specialists, for mastering the most outrageous and unreasonable obstacles, performing the most improbable of stunts, or extending their prowess to less related liquid environments.<br><br />
'''Related:''' This Advantage represents an all in one package of everything related to water capability. If the character has incidental abilities surrounding traversing or navigating water, these can usually be part of a '''Mobility''' and/or '''Adaptation''', which are allowed to be broad and give the character other tricks as well. This Advantage provides the character no resistance against water-type attacks, which would be covered by '''Toughness''' or '''Resistance'''.<br />
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{{!}} class="LogCell" {{!}} '''Weapon Mastery - Type'''<br />
{{!}} class="LogCell" {{!}} The character has a considerable level of prowess with a certain kind of weaponry or certain combat style. Within their arena of expertise, they are capable of executing a variety of stunts and maneuvers outside the grasp of merely hitting and blocking. Obviously, the character is presumed to just have access to basic examples of the relevant weaponry. Their capabilities only extend to what could be accomplished with any example of the weapon; sword beams and hammer explosions aren't a form of mastery.<br><br />
'''Required:''' The type of weaponry or style of combat the character is extraordinarily skilled in. This Advantage is category bounded; one purchase covers a limited breadth of mastery. Look further down the page for some acceptable examples.<br><br />
'''Investment:''' Greater proficiency in the chosen weapons or style, including when picking up weapons that are part of the scene. An Incidental Weapon Mastery is nothing more than barebones proficiency, however, and even more "just for show" than usual.<br><br />
'''Related:''' A character who is nominally skilled at fighting with one or more weapons, but mostly just attacks straightforwardly with them, rather than stunting off of them, should get by fine with '''Combat Options''', or if they have a special technique or two, '''Arsenal - Melee''' and/or '''Arsenal - Ranged'''.<br />
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{{!}} class="LogCell" {{!}} '''Wealth'''<br />
{{!}} class="LogCell" {{!}} The character is unusually wealthy in a liquid sense; they have so much money to casually throw around that they can buy away a lot of problems on the spot, and bankroll large projects. Having access to items that are available to ordinary people, but are normally way too expensive, can be assumed to be part of this Advantage.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Greater wealth.<br><br />
'''Related:''' The character can likely bribe, hire, or pay off people for help on the scene, but for hirelings that the character usually or always has access to, you need '''NPCs'''.<br />
|}<br />
</div><br />
</div><br />
<br />
=Advantage Category Examples=<br />
<br />
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.<br />
<br />
==Bane==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| '''Modern Mythos Supernaturals''' -- Werewolves, vampires, zombies, famous regional monsters such as yeti or chupacabra, most ghosts, some instances of demonic possession, etc.<br />
<br />
'''Classical Folklore Monsters''' -- Gorgons, basilisks, sea serpents, banshees, hydra, faerie, most dragons, etc.<br />
<br />
'''Eastern Tradition Creatures''' -- Youkai, Ayakashi, spirits and gods of individual objects or locations, evil ghosts borne of improper burial, archetypes of Kitsune, Yuki Onna, etc.<br />
<br />
'''Undead''' -- Ghosts, vampires, liches, skeletons, zombies, various necro-horrors, etc. up to and including “technically dead” targets, such as zombies by lethal infection rather than necromancy.<br />
<br />
'''Mechanical Beings''' -- Cyborgs, androids, most robots, various forms of AI with relevant physical access, etc. Does not cover robots too simple to be called beings or that are clearly accessories, like a manufacturing arm or a tank.<br />
<br />
'''Divine Power Users''' -- Gods, demigods, avatars of such, typically all kinds of angel and equivalent divine servant, priests/clerics/shamans/monks, etc. that directly invoke a divinity’s power.<br />
<br />
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:<br />
<br />
'''Profane''' -- Creatures declared anathema by a primary divine power, and which are subjugated, harmed, or repelled, by divine power. Depending on theme, this could be almost anything. 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.<br />
<br />
'''Dragons''' -- If it’s a big, scaly, winged and tailed, flesh and blood creature, likely with some sort a damage dealing breath, it probably counts. It doesn’t matter whether it’s called a Drake or a Wyvern or a Lung or a Fell Beast; a dragon is a dragon is a dragon. Conversely, this sometimes might not apply to some entities that use the name “dragon” only in metaphor or homage, as clearly some kind of elemental or space god, or something like a dragon-shaped rock golem.<br />
|}<br />
==Immortality==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| Immortality is concerned with acceptable Catches rather than a category itself. Some unofficially named examples are:<br />
<br />
'''Extreme Overkill:''' The character is killed for good when hit with unreasonable amounts of firepower in a short period of time, essentially “killing them really really dead”. At ●●● they might need them to be completely obliterated. At ●● it caps out around grossly excessive violence that doesn't typically exist in accidents or fights. At ● it thwarts incidental or dubiously credible deaths that didn't have a serious attempt at following up ("nobody could have survived that fall"). It's worth noting that this kind of Immortality is easy to accidentally undershoot, and may sometimes be affected by other Advantages. If the character would perish from falling into a lava trap, they certainly don't have Immortality ●●● of this kind.<br />
<br />
Cell from Dragon Ball Z, the Thing, and many iterations of Godzilla, are examples.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
The God Tier mechanics of Homestuck characters fall here, as well as the Undead from Dark Souls, or any number of characters that carries some kind of self-resurrection mcguffin.<br />
<br />
'''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.<br />
<br />
A massive list of classical monsters could go as examples, such as vampires and stakes to the heart, as well as the Highlander series, and every other boss from the Resident Evil series.<br />
<br />
'''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.<br />
<br />
Character examples include Voldemort from Harry Potter, 2B and 9S from Nier: Automata, and every single Lich ever.<br />
<br />
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.<br />
<br />
'''Proxies:''' The character works through expendable proxy forms instead of being physically present at the action. Usually, the canon Catch in this form of immortality is that the character has to be tracked down to their real location and killed in the flesh, but this isn't acceptable as the sole Catch on MCM, since someone has to exit the scene to do so. The character must be subject to some kind of sympathetic trauma from damage to the proxy, or the proxy must present a way for something to deal damage to the character through it. A ●●● example entails the proxies being expendable enough to repeatedly throw at a single danger. Fatal feedback would require killing multiple proxies, or inflicting as much extensive injury to one as possible before destroying it. A proxy link could be as narrow as uploading a tailored virus through a robotic body, or exorcising a character possessing someone. At ●● that feedback can be lethal if the proxy is damaged to an egregious extent, or a link might be more like electrically overloading a robot body, or destroying a homunculi's animating gem. At ● the proxy is only sufficient to prevent the character being killed under controlled or low-stakes circumstances, such as sent in advance into a dangerous unexplored room or to trigger a trap as a failsafe, and feedback ensures that they wouldn't want to do so more than once or twice per scene. A proxy link in this case would be as broad as "anyone meaningfully intend to kill the character behind the proxy, instead of just destroy the proxy and remove their involvement."<br />
<br />
Character examples include Neo from the Matrix, Motoko Kusanagi from Ghost in the Shell, and the Tenno from Warframe.<br />
|}<br />
<br />
==Knowledge==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| '''Computers''' -- Finding evidence of forced entry, learning how to operate unfamiliar systems, analyzing the capabilities of robots by their programming, tracking by someone’s internet activity, etc.<br />
<br />
'''Occult''' -- Knowing favored items to negotiate with spirits or things that repel them, resolving the unfinished business of a ghost, decoding ciphers in arcane texts, etc.<br />
<br />
'''Psychology''' -- Attempting to ascertain someone’s honesty, psychological profiling, finding the right approach in interrogation or negotiation, dealing with victims of traumatic events, etc.<br />
<br />
'''Tactics''' -- Anticipating an ambush, predicting an enemy’s movements ahead of time, reading into a goal or strategy through a group’s actions, picking naturally defensible places to build, etc.<br />
|}<br />
==Resistance==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| 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).<br />
<br />
'''Fire and Heat''' -- Immune: Natural heat such as the air of a desert or volcano. Forest fires, burning clothes, or a naturally occurring magma pool.<br />
<br />
Resistant: Flamethrowers, plasma guns, critical reactor heat, fire spells, stellar exposure, etc.<br />
<br />
'''Toxins and Disease''' -- Immune: Ordinary diseases and infections, and toxins that are “bad for you” but don’t have consequences that would manifest within a scene, asides maybe throwing up.<br />
<br />
Resistant: Supernatural or magical diseases or illnesses, curses of poor health, chemical weapons, weaponized viruses, animal venoms, lethal poisons, etc.<br />
<br />
'''Arcane''' -- Immune: Minor cantrips, mild hazard spells, pockets of wild magic, or Protected effects such as polymorphs or disintegrations.<br />
<br />
Resistant: Direct forms of arcane attack or impediment, like magic missiles, curses, explosive runes, binding spells, offensive teleports, etc.<br />
<br />
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.<br />
|}<br />
<br />
==Skill==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| '''Architecture''' -- Building useful structures, reinforcing existing ones to combat readiness, renovating a ruin into a home base, finding structural weak points for demolition, discovering secret rooms, etc.<br />
'''Mechanical Engineering''' -- Assessing the purpose of an unknown device, manually operating things like bridges, hangars, and generators, performing standard manual repairs, salvaging for useful parts, performing tuning, upgrades or restorations, etc.<br />
<br />
'''Scouting''' -- Tracking quarries, finding secret passages, discovering or making shortcuts, erasing tracks, picking up on environmental signs, etc.<br />
<br />
'''Spelunking''' -- Navigating, map making and reading, climbing and rappelling, squeezing through small spaces, reading air currents and natural signs, finding things in the dark, etc.<br />
|}<br />
<br />
==Vehicle Mastery==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| '''Aerospace Superiority''' -- Jets, combat planes, bombers, starfighters, VTOLs, etc. Works for equivalent flying riding animals such as pegasus knights, griffons, and dragon riders, etc. so long as air combat is happening. Would need an additional Point for exceptionally skilled ground riding.<br />
<br />
'''Air-Ground Support''' -- Helicopters, gunships, landing craft, space troop transports, etc. Likewise large, low-flying riding animals can work here, like dragon strafing runs.<br />
<br />
'''Watercraft''' -- PT boats, hovercraft, jet skis, speed boats, kayaks, amphibious vehicles, etc. Practically any marine creature significantly smaller than a whale.<br />
<br />
'''Fully Staffed Ships''' -- Destroyers, frigates, battleships, etc. of the water, space and air varieties. Riding equivalents are usually colossal war beasts or flying whales or the like.<br />
<br />
'''Automobiles''' -- Cars, trucks, ATVs, jeeps, tractors, APCs, armored vans, etc.<br />
<br />
'''Military Heavy Armor''' -- Tanks, APCs, self-propelled guns, drawn siege-engines, war elephants and similar big stompy monsters, etc.<br />
<br />
'''Single Riding''' -- Motorbikes, jet skis, snowmobiles, horses, etc. Most mounted ground combat could be covered.<br />
<br />
This Particular Advantage allows for extremely limited selections with broad roles, such as:<br />
<br />
'''Flying Cavalry Beasts''' -- Would allow solely for things such as pegasi, griffons, etc. but would cover all aspects of riding them, air, ground, support, dogfighting, mounted combat, etc.<br />
<br />
'''Humanoid Mecha''' -- Similarly, this allows for mecha combat in space, in the air, on the ground, etc. so long as it’s a giant metal person and acts like one.<br />
|}<br />
==Weapon Mastery==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| '''Polearms''' -- Spears, pikes, halberds, glaives, naginatas, polehammers, scythes, shock staves, etc.<br />
<br />
'''Chopping Blades''' -- Cleavers, axes, hatchets, halberds, machetes, etc.<br />
<br />
'''Heavy Strikers''' -- Maces, hammers, war picks, polehammers, clubs, batons, realistic flails, suitably sized improvised cudgels, etc.<br />
<br />
'''Modern Small Arms''' -- Typical rifles, shotguns, handguns, submachine guns, etc.<br />
<br />
'''Explosives''' -- Grenades, rockets, missiles, fuse and barrel bombs, cannonballs, etc.<br />
<br />
'''Hand-To-Hand''' -- Claws, powerfists, knuckle weapons, pile bunkers, etc. May include unarmed combat itself, or things such as knives used as CQC enhancers.<br />
<br />
'''Flexible Wire''' -- Whips, weighted chains, mono-wires, lassos, tentacle spells, etc.<br />
<br />
'''Martial Arts Sticks''' -- Various staves, escrima sticks, tonfas, nunchaku, three-section staff, etc.<br />
<br />
'''Mounted Heavy Weapons''' -- Missile launchers, miniguns, autocannons, ballistae, mangonels, etc.<br />
<br />
'''Archaic Hand-Powered Projectile''' -- Bows, crossbows, javelins, throwing knives, shuriken, etc.<br />
<br />
This particular Advantage allows for extremely limited selections with broad roles, or extremely broad selections with limited roles, such as:<br />
<br />
'''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.<br />
<br />
'''Personal Sniping''' -- Just about any weapon that could be used by an individual to believably engage in sniping, from marksman and anti-materiel rifles to longbows or lasers, but no matter what they use, any of these weapons will fill the role of “sniper”, with their other qualities mostly being perks and window dressing. The extreme focus affords a versatile selection of weapons in that role.<br />
|}<br />
<br />
=Rules on Trappings=<br />
<br />
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.<br />
<br />
===Jargonization===<br />
Advantage trappings must be understandable even to players with no knowledge of the character's source media. Any special terms and theme jargon appearing in Advantages must be (briefly) explained, or made implicitly clear what they are (ex. "Shinra Inc." is clearly a fictional corporation, but "Shinra" is not), including ordinary words used as proper nouns by the theme (ex. a Meister, a Doll, a Dragon, the Filth, the Flood, the Warp, etc.).<br><br />
Words that are conspicuously capitalized as proper nouns ''will be assumed to be theme jargon, and require explanation''.<br />
<br />
==="Conceptual" and "Molecular" Terms===<br />
<br />
Advantages that work on a “conceptual” level cannot include said terminology in their trappings. Advantages have to explain what they actually do in clear terms, and utilizing "conceptual" language does exactly the opposite of this by reaching into abstract territory. “Molecular level control” is understood to be effectively the comic book equivalent of this.<br />
<br />
===The Et Cetera Rule===<br />
<br />
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.<br />
<br />
'''-Acceptable:''' “Black Mage has the magical power to fire blasts of elemental energy (fire, ice, lighting, etc.)” The “etc.” clearly indicates extra elements, but the magic itself has a clear and sufficiently narrow scope. Black Mage could shoot dark or water or earth element attack spells, but it doesn't expand on the utility of the Advantage, merely the VFX.<br />
<br />
'''-Unacceptable:''' “Doppelganger has the ability to completely transform his body into that of a different creature, such as a bear, spider, dragon, werewolf, android, etc.” The “etc.” has no clear bounding or obvious continuation. None of the listed examples are intuitively related, and the entry could spiral into turning into planet-sized space whales for all the reader knows.<br />
<br />
===Hard Numbers and Figures===<br />
<br />
In almost all cases, defining the limits of Advantages through specific, hard and fast numbers will result in being bounced back for revisions. MCM is not a roleplay where comparing statistics is very meaningful, and our Advantages system runs on narrative effectiveness, not power levels. Exactly how many tons a character can lift, how many kilometers per hour they can run, how many kilojoules their laser gun fires, etc. should not appear in Advantages. "Lift a semi truck", "sprint as fast as a car", or "melt holes in battle tanks" are useful and acceptable alternatives.<br />
<br />
===Meta Reference and Rules Restatement===<br />
<br />
Advantages should not be written so that their trappings reference the Advantage system as a meta entity. Dictating interactions with Advantages by their official names or Pip counts, directing the reader around an Advantage section like a wiki, reiterating universal rules on scope/range/etc. is either making pseudo-policy calls, or already implicit in it being on MCM at all.<br />
<br />
=Advantage Policy=<br />
<br />
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.<br />
<br />
'''Non-Player Characters Don't Have Advantages:''' The Advantage system is the core method for PCs to interact with each other and RP as a whole. The many entities that will exist as fixtures of scenes do not adhere to, or benefit from, the same system. NPCs (not the Advantage) abstractly have "whatever abilities are good for the story and fun", and can't enforce things like Skeleton Catch or Power Copy, nor do they possess meaningful tiers of things like Resistance or Anti - Power that trump or cede to characters mechanically. Sometimes this means that plot entities can exceed parameters normally available to PCs for the sake of a story, but never as a long term or irremovable fixture that can still push PCs around.<br />
<br />
'''Threat to Player Characters:''' MCM requires that all player characters are capable of being threatened by reasonably significant bodily danger. Serious enemies and hazards should always be able to present as credible risks to PCs regardless of theme. Though what matters might vary from PC to PC, there is no way to "switch off" the potential for consequences to a character.<br />
<br />
'''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.<br />
<br />
'''Range of Effect:''' Any Advantage that targets another PC is assumed to use a delivery mechanism that is avoidable, even if it doesn't in the source material. To put it another way, Everyone Gets A Save Against Everything. All combat powers are assumed to function with range and methodology which permits meaningful interaction between all players.<br />
<br />
'''Scope of Effect:''' In day-to-day use, Advantages shouldn't exceed a Scope of Effect of one city block, the upper end of which we identify as Kowloon Walled City. When mass destruction happens, we want it to be a plot-significant event, such as when Alderaan is destroyed by the Death Star; not Nappa blowing up a city for giggles. Places with little or no plot significance can play more fast and loose with this rule.<br />
<br />
'''Interaction with MUSH Meta-Elements:''' Advantages that interact with natural Warpgates, Unification, or any other element of the MUSH's back-end, are not possible to have. You can't "de-unify" or leave the Multiverse or MUSH setting.<br><br />
<br />
Additionally, there are a couple of miscellaneous, but important and pertinent rulings on specific uses of Advantages that result in them going outside the bounds of acceptable play.<br />
<br />
'''On Gestalts:''' Certain character concepts can make more sense to apply for as an amalgamation of multiple characters, rather than arbitrarily choosing one and designating the rest as NPCs. This is most common in cases where a pair of protagonists or a group of characters are presented with equal prominence and their dynamics with each other are the central focus. In these cases, where an applicant is applying for a duo or squad as a single bit, we expect that the entire duo or squad functions at exactly the level of one PC ''when all constituent members are participating in something''. A gestalt of two characters is effectively half a character if only one is present and doing something. The bit just plain does not have access to the abilities of characters who aren't present, Likewise, '''all individuals in the gestalt must be represented in the bit's Trouble'''; it is not acceptable to tactically exclude members from a situation in which a Trouble might be tripped. The entire gestalt has one amalgamate "life bar" and/or resource pool like any PC.<br />
<br />
'''On Force Fields and Energy Shields:''' Personal barriers that block incoming damage are common fixtures; a skintight energy shield from a high-tech suit of armor, a mental force field bubble projected by a psychic, or a barrier of magical energy summoned around a wizard to protect himself. These Advantages are okay to apply for, but require some extra consideration when portraying them on MCM.<br><br />
When these Advantages are played, we '''require''' that taking significant damage incurs some kind of strain as a result, so the conceit of force fields completely shutting down damage and guaranteeing the character's safety up until their arbitrary failure point doesn't work out. The armor has a shallow shield with a fast recharge that accrues repeated spillover, the psychic taxes their mental reserves, the wizard takes magic burn damage, etc. Essentially, players don't get to decide on a point of "okay, ''now'' this enemy/hazard matters to me".<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
On a related note, '''there is no such thing as Advantages that implicitly exist'''. Robot NPCs don't confer a free version of Skill - Computers because "logically the character should be a computer wiz to make robots".<br />
<br />
=Sub-Advantages=<br />
A Sub-Advantage is a specific, pre-written example of a possible Advantage which is distinguished by being some combination of common, flavorful, limited, low-key, and generally harmless, but which is often in demand. These types of Advantages have non-Incidental utility, but are usually both low priority and nearly unavoidable to many characters, especially FCs. By designating them as Sub-Advantages, MCM offers a very small pool of surplus Pips to essentially subsidize Advantages that we really just don't mind letting people have in moderation, so that players can spare that bit of extra space for things they're more enthusiastic about.<br><br />
Additionally, there are some Sub-Advantages which are available exclusively to characters in certain factions. These Sub-Advantages tend to be narrower and closer to "real" Advantages, because they exist to enable a character to more easily participate in things they'll often encounter when acting in a faction's interests. In other words, they're there so that a Watch character can participate in covert activity RP or a Paladins character can participate in civilian support RP without having to skew their Advantage budget just to fit in.<br><br />
<br />
In addition to their full set of Advantages, characters are allowed up to '''4''' Pips of Sub-Advantages, or '''6''' Pips if they have an optional Flaw. Overall, Sub-Advantages are not subject to normal Advantage structure. There is ''no minimum'' to the number of Sub-Advantages, nor is there a maximum of certain ratings. Different Sub-Advantages can be taken multiple times ''even if their root Advantage overlaps'' with each other, or with real Advantages already purchased by the character, so long as they have a different category extender. Sub-Advantages ''do not count Credits or Surcharges'', nor do they count against ''any maximums or minimums'' for any of the character's other Advantages.<br><br />
<br />
Sub-Advantages ''cannot be customized; '''they are picked from the list as-is'''''. Since Sub-Advantages are universally the same, they don't include the trappings on the character's sheet; the player should only enter the name and rating. Multiple instances of the same root Advantage may simply list their category extenders in sequence, separated by commas. This saves players space on trappings they don't have to specify. Otherwise, Sub-Advantages are added to a character application just like normal Advantages, including their ratings, differing only by not needing trappings.<br><br />
<br />
<br />
<div class="toccolours mw-collapsible" overflow:auto;"><br />
'''Sub-Advantages'''<br />
<div class="mw-collapsible-content"><br />
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{| class="LogTable"<br />
|- class="LogRow"<br />
! class=HeaderCell | Designation<br />
! class=HeaderCell | Trappings<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Adaptation - Common Terrestrial●'''<br />
{{!}} class="LogCell" {{!}} The ability to endure common terrestrial extremes, such as desert heat and cold, and middling undersea pressures. Includes the ability to filter mildly toxic atmosphere and breathe underwater. Essentially covers earth-like environmental hazards that could be handled by a prepared adventurer.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Adaptation - Space●'''<br />
{{!}} class="LogCell" {{!}} The ability to endure zero atmosphere conditions, moderately dangerous gravity or pressure, and interplanetary radiation. Includes the ability to breathe in airless environments.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Bane - Hellsing Special●●●'''<br />
{{!}} class="LogCell" {{!}} The ability to produce, once per scene, the vulnerability of any present monster, provided that it could have plausibly been studied, observed, or sourced from locals or recorded material, at a prior point in time, without involving major risk or expertise. Means to circumvent immortality that could be bypassed by Skeleton Catch rated no higher than 1 is explicitly considered a vulnerability for this purpose. This ability can always be used to at least find a useful tool to help in handling non-player monsters.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Buff - Party●'''<br />
{{!}} class="LogCell" {{!}} The ability to mildly boost the generic combat parameters of targets, such as attack, accuracy, evasiveness, and endurance.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Communication●'''<br />
{{!}} class="LogCell" {{!}} The ability to make one's self understood to others with whom they do not share a language, as well as understand others regardless of language barriers. Applies to written language as well.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Cure - Party●'''<br />
{{!}} class="LogCell" {{!}} The ability to remove mild impediments to the generic combat parameters of targets, such as attack, accuracy, evasiveness, and endurance.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Disguise - Worker●'''<br />
{{!}} class="LogCell" {{!}} The ability to quickly or instantly change into replacement clothes and believably impersonate the low-level personnel of fairly secure locations.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Entry Methods - Rebel●'''<br />
{{!}} class="LogCell" {{!}} The ability to jimmy locks, acquire passwords, and otherwise bypass basic security measures, to gain entry-level access to secure locations, equivalent to a skilled amateur or self-taught guerilla.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Extraordinary Senses - Auditory●'''<br />
{{!}} class="LogCell" {{!}} The ability to hear with great sensitivity and detail. Examples are listening to conversations through walls, clearly hearing small movements at a moderate distance, and picking up sounds mildly outside the human range of hearing.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Extraordinary Senses - Magic●'''<br />
{{!}} class="LogCell" {{!}} The ability to sense the presence of magical energies, determine whether an object is enchanted or magical in some way, and pinpoint where spells are being cast, or have recently been cast, nearby.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Extraordinary Senses - Olfactory●'''<br />
{{!}} class="LogCell" {{!}} The ability to clearly identify individual scents and tastes amongst others, to identify the presence of poisons without inhaling or consuming lethal quantities so long as they aren't tasteless and odorless, and to identify or track others by scent at a medium distance or with a reasonably recent trail.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Extraordinary Senses - Visual●'''<br />
{{!}} class="LogCell" {{!}} The ability to perceive things moderately far away in telescopic sight, nearby things as if through a magnifying glass, and see clearly at night and in conditions no worse than moderate fog.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Hacking●'''<br />
{{!}} class="LogCell" {{!}} The ability to access and manipulate without authorization machines of low to middling complexity and security, equivalent to a skilled amateur or self-taught black hat.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Knowledge - Computers●●'''<br />
{{!}} class="LogCell" {{!}} The ability to find evidence of forced entry, operate unfamiliar systems, analyze programming, and track someone by their internet activity.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Knowledge - Law and Customs●●'''<br />
{{!}} class="LogCell" {{!}} The ability to generally navigate the legal frameworks and various traditions of the multitude of worlds within Sector Zero. Encompasses both things like understanding individual rights and how to interact with local authorities, and things such as broader navigation of local bureaucracy and getting in touch with important figures.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Knowledge - Occult●●'''<br />
{{!}} class="LogCell" {{!}} The ability to identify common to uncommon supernatural phenomena and entities, know favored items to negotiate with or repel said entities, intuit meaningful information present in mythic and occult allusions, and decode ciphers or symbolism in arcane or esoteric texts.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Knowledge - Tactics●●'''<br />
{{!}} class="LogCell" {{!}} The ability to anticipate or arrange ambushes, reasonably accurately interpret an organized or predictable enemy's movements ahead of time, read into goals and strategies through a group's actions, identify naturally defensible positions, and draft effective strategies for engaging known foes.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Repair - Improvised●'''<br />
{{!}} class="LogCell" {{!}} The ability to jury rig functionality back into devices of light to middling complexity for a single action's worth of usage, after which the device breaks again.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Repair - Improvised●●'''<br />
{{!}} class="LogCell" {{!}} The ability to jury rig functionality back into devices of simple to middling complexity for a single scene's worth of usage, or, to jury rig functionality back into devices of middling to high complexity for a single action's worth of usage, after which the device breaks again, and cannot be jury rigged again.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Remote Viewing - Gadgets●'''<br />
{{!}} class="LogCell" {{!}} The ability to surveil distant areas with better than store-bought drones, cameras, microphones, and motion sensors, as well as to efficiently monitor them with little of one's attention, and to identify ideal spots to place them.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Resistance - Cold●'''<br />
{{!}} class="LogCell" {{!}} The ability to ignore a mild amount of damage and affliction caused by direct or environmental cold.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Resistance - Cold●●'''<br />
{{!}} class="LogCell" {{!}} The ability to ignore a large amount of damage and affliction caused by direct or environmental cold.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Resistance - Cold●●●'''<br />
{{!}} class="LogCell" {{!}} The ability to ignore a majority of damage and affliction caused by direct or environmental cold.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Resistance - Electromag●'''<br />
{{!}} class="LogCell" {{!}} The ability to ignore a mild amount of damage and affliction caused by direct or environmental electricity and radiation.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Resistance - Electromag●●'''<br />
{{!}} class="LogCell" {{!}} The ability to ignore a large amount of damage and affliction caused by direct or environmental electricity and radiation.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Resistance - Electromag●●●'''<br />
{{!}} class="LogCell" {{!}} The ability to ignore a majority of damage and affliction caused by direct or environmental electricity and radiation.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Resistance - Heat●'''<br />
{{!}} class="LogCell" {{!}} The ability to ignore a mild amount of damage and affliction caused by direct or environmental heat.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Resistance - Heat●●'''<br />
{{!}} class="LogCell" {{!}} The ability to ignore a large amount of damage and affliction caused by direct or environmental heat.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Resistance - Heat●●●'''<br />
{{!}} class="LogCell" {{!}} The ability to ignore a majority of damage and affliction caused by direct or environmental heat.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Resistance - Toxic●'''<br />
{{!}} class="LogCell" {{!}} The ability to ignore a mild amount of damage and affliction caused by direct or environmental poisons and diseases.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Resistance - Toxic●●'''<br />
{{!}} class="LogCell" {{!}} The ability to ignore a large amount of damage and affliction caused by direct or environmental poisons and diseases.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Resistance - Toxic●●●'''<br />
{{!}} class="LogCell" {{!}} The ability to ignore a majority of damage and affliction caused by direct or environmental poisons and diseases.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Stealth - Hunter●'''<br />
{{!}} class="LogCell" {{!}} The ability to hide in unpopulated settings to a modest degree. Blending in with the environment, moving quietly, minimizing one's profile, and effectively lying in wait.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Stealth - Rebel●'''<br />
{{!}} class="LogCell" {{!}} The ability to infiltrate to a modest degree. Going unseen by moving from cover to cover, blending with small groups, keeping a low profile and avoiding drawing attention to one's self.<br><br />
|}<br />
</div><br />
</div><br />
<br />
<div class="toccolours mw-collapsible" overflow:auto;"><br />
'''Concord'''<br />
<div class="mw-collapsible-content"><br />
{{#css:<br />
.LogTable {text-align:left; width:100%; table-layout:fixed;}<br />
.HeaderCell {padding: 0px 0px 0px 5px;}<br />
.HeaderCell:nth-child(1) {border-radius:5px 0px 0px 0px; width: 25%;}<br />
.LogRow { max-height:1em;}<br />
.LogRow:nth-child(1) {background-color: #808080}<br />
.LogRow:nth-child(2n+2) {background-color: #ffffff}<br />
.LogRow:nth-child(2n+3) {background-color: #fdf9f3}<br />
.LogCell { vertical-align:top; padding: 0px 0px 0px 5px; max-height:1em;}<br />
.LogRow:last-of-type td:nth-last-child(3) {border-radius:0px 0px 0px 5px;}<br />
.LogRow:last-of-type td:nth-last-child(1) {border-radius:0px 0px 5px 0px;}<br />
.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;}<br />
}}<br />
{| class="LogTable"<br />
|- class="LogRow"<br />
! class=HeaderCell | Designation<br />
! class=HeaderCell | Trappings<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Contract - Concord●●'''<br />
{{!}} class="LogCell" {{!}} The Concord's many contracting, logistics, and acquisitions specialists can provide large scale backing to groups who are willing to support the Concord's interests. The nature of backing provided is tailored to be within the realm of the Concord negotiator's familiarity, and these contracts can only be negotiated with NPCs.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Hammerspace - Concord●'''<br />
{{!}} class="LogCell" {{!}} The Concord provides various portable containment devices to safely transport excessively large, fragile, or hazardous acquisitions in a space no larger than a briefcase, which are secured to only open for the designated carrier and have nearly bottomless carrying capacity. Also provided are miniaturized or space-enhanced upgrades or versions of their equipment to multiply the user's carrying capacity.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Mobility - Concord●●'''<br />
{{!}} class="LogCell" {{!}} The Concord's elite outfitters provide numerous wearable and discreet technological and magical mobility options to promote client safety and efficiency, analogous to classic super thief or special operative gadgets.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Wealth - Concord●●'''<br />
{{!}} class="LogCell" {{!}} The Concord's DORADO BLACK Card provides a universally usable and astoundingly high credit limit that magically and technologically enforces itself.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''NPCs - Concord●●'''<br />
{{!}} class="LogCell" {{!}} A personal staff of suits, toughs, personal assistants, chauffeur, etc. It is an executive entourage customized to support the client's strengths.<br><br />
|}<br />
</div><br />
</div><br />
<br />
<div class="toccolours mw-collapsible" overflow:auto;"><br />
'''Paladins'''<br />
<div class="mw-collapsible-content"><br />
{{#css:<br />
.LogTable {text-align:left; width:100%; table-layout:fixed;}<br />
.HeaderCell {padding: 0px 0px 0px 5px;}<br />
.HeaderCell:nth-child(1) {border-radius:5px 0px 0px 0px; width: 25%;}<br />
.LogRow { max-height:1em;}<br />
.LogRow:nth-child(1) {background-color: #808080}<br />
.LogRow:nth-child(2n+2) {background-color: #ffffff}<br />
.LogRow:nth-child(2n+3) {background-color: #fdf9f3}<br />
.LogCell { vertical-align:top; padding: 0px 0px 0px 5px; max-height:1em;}<br />
.LogRow:last-of-type td:nth-last-child(3) {border-radius:0px 0px 0px 5px;}<br />
.LogRow:last-of-type td:nth-last-child(1) {border-radius:0px 0px 5px 0px;}<br />
.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;}<br />
}}<br />
{| class="LogTable"<br />
|- class="LogRow"<br />
! class=HeaderCell | Designation<br />
! class=HeaderCell | Trappings<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Analysis - Paladins●●'''<br />
{{!}} class="LogCell" {{!}} The ability to call in Paladins SITREP to break down the relationships and dynamics of the figures and factions of a given locale, describing the potential humanitarian and political effects of their efforts, and identify major obstacles to them.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Cure - Paladins●●'''<br />
{{!}} class="LogCell" {{!}} The ability to call in humanitarian specialists equipped to assess and eliminate public health hazards such as diseases and poisoning, treat chronic health issues, and engage in first response to debilitating traumas like gas exposure or hypothermia.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Healing - Paladins●●'''<br />
{{!}} class="LogCell" {{!}} The ability to call in an ERT with a general-purpose healing kit that allows them to administer medical treatments to most common life forms in the Multiverse.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Repair - Paladins●'''<br />
{{!}} class="LogCell" {{!}} The ability to call in an emergency reconstruction team with tools and materials to quickly assess and rebuild damaged civilian-grade infrastructure back to a minimum functional level.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''NPCs - Paladins●●'''<br />
{{!}} class="LogCell" {{!}} A unit of special forces specialized in search and rescue, equipped with light power suits tuned to complement and mirror their commander's combat and personal abilities.<br><br />
|}<br />
</div><br />
</div><br />
<br />
<div class="toccolours mw-collapsible" overflow:auto;"><br />
'''Watch'''<br />
<div class="mw-collapsible-content"><br />
{{#css:<br />
.LogTable {text-align:left; width:100%; table-layout:fixed;}<br />
.HeaderCell {padding: 0px 0px 0px 5px;}<br />
.HeaderCell:nth-child(1) {border-radius:5px 0px 0px 0px; width: 25%;}<br />
.LogRow { max-height:1em;}<br />
.LogRow:nth-child(1) {background-color: #808080}<br />
.LogRow:nth-child(2n+2) {background-color: #ffffff}<br />
.LogRow:nth-child(2n+3) {background-color: #fdf9f3}<br />
.LogCell { vertical-align:top; padding: 0px 0px 0px 5px; max-height:1em;}<br />
.LogRow:last-of-type td:nth-last-child(3) {border-radius:0px 0px 0px 5px;}<br />
.LogRow:last-of-type td:nth-last-child(1) {border-radius:0px 0px 5px 0px;}<br />
.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;}<br />
}}<br />
{| class="LogTable"<br />
|- class="LogRow"<br />
! class=HeaderCell | Designation<br />
! class=HeaderCell | Trappings<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Deconstruction - Watch●'''<br />
{{!}} class="LogCell" {{!}} The ability to call on a covert cleaner belonging to the Watch, who will sterilize scenes, dispose of evidence, and erase records and logs of one's activities, so long as there is a safe and unsecured route to and from the site.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Entry Methods - Watch●●'''<br />
{{!}} class="LogCell" {{!}} The ability to call on local Watch assets and sympathizers to leave back doors open, disable security systems, get a set of janitor's keys, cut power lines, or any other reasonable physical effect that could be achieved by having a few locals prepared to intercede semi-unobtrusively with whatever is physically available to the average person there.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Field Shaping - Watch●●'''<br />
{{!}} class="LogCell" {{!}} The ability to call on local Watch assets and sympathizers to alter the landscape of an area in subtly convenient ways. Trucks backed out of alleys at convenient moments, highways clogged by big rig truckers, trains delayed or accelerated, etc.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Hint - Watch●●'''<br />
{{!}} class="LogCell" {{!}} The ability to call on the Watch's network of informants and mission organizers to find people in need, get information about their current enemies and problems, and guidance in reaching secure objectives or performing clandestine activities regarding a major enemy.<br><br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''NPCs - Watch●●'''<br />
{{!}} class="LogCell" {{!}} Support from fellow cells of the Watch. A disorganized and mismatched rabble composed of individual members of Watch sub-organizations, themed according to current faction composition.<br><br />
|}<br />
</div><br />
</div><br />
<br />
----<br />
<br />
[[Category:News File]]</div>Relianthttp://multiversemush.com/mw/index.php?title=Policy&diff=16803Policy2022-07-07T18:40:12Z<p>Reliant: </p>
<hr />
<div>===Disclaimer===<br />
<br />
By connecting to this MUSH, you certify that you understand and agree to this Policy file, and the Rules Index in general.<br />
<br />
# The various themes represented on this MUSH are property of their respective creators and rightsholders. This MUSH is a work of fans and writers expressing love and enjoyment, and is not for-profit.<br />
# You certify you are at or above the age of 16, and understand that the MUSH's content may range in scope from PG-13 to R. It is the sole responsibility of the player to curate their own experience.<br />
# TinySex (TS) is MUSHer terminology for cybersex. We don't want to know about it going on or have it in our log system. TS involving minors is a crime, including of-age players playing underage characters. Don't put yourself at issue by making your TS our problem - egregious cases can and will result in penalties up to removal from the game.<br />
# All conduct, postings, mail and other communications are the responsibility of the person who put them out, and not the MUSH as a whole. MCM does not accept liability or responsibility for the actions of its members.<br />
# You must ask permission from the admin before posting any ads.<br />
<br />
----<br />
<br />
===Core Policy===<br />
<br />
# The MUSH isn't a democracy. If you have a problem with policy or a staff decision, send us a +request, @mail, or directly contact a staffer you trust. Rules lawyering is itself a rules violation.<br />
# Don't bring harm to the MUSH or its players. Treat others how you'd like to be treated. Don't harass people; if they tell you to leave them alone, do it.<br />
# Private disciplinary action or inquiry should not be made public. Don't try to erase, downplay, or otherwise run social damage control on disciplinary action. This puts us (staff) in the awkward position of either letting you lie or airing things out messily.<br />
# We don't have a grandfather clause. All players must comply with policy updates within prescribed sunset periods.<br />
# Don't attempt to compromise the server or MUSH's security, or through the MUSH the security of other sites.<br />
# Don't engage in illegal activities (ex: piracy) on the MUSH.<br />
# By applying for original characters and settings, you agree that MCM retains the rights to use these characters and settings if you leave the MUSH. Basically, you can't take your stuff, demand all past RP be retconned and logs wiped, etc. We don't own your characters or settings.<br />
<br />
----<br />
<br />
===Staff & Staff Interaction Policy===<br />
<br />
"Staff" refers to the Moderator / GameMasters who run Multiverse Crisis MUSH. We review applications, assign FacHeads, and generally administrate the game. If the MUSH is a gaming table, Staffers are your GMs, and the HeadWiz runs the building you're playing in.<br />
<br />
# Staff will probably make a call that is personally bad for you, but good for the game eventually. Them's the breaks. If you have a problem with a decision we make, +request, e-mail, or directly contacting us (within reason) are all ways to inquire about it. Just understand that we have limited time just like you, and sometimes we're going to make decisions we won't accept appeals on.<br />
# Don't argue with Staff in public. Adjacent to that, don't challenge Staff telling you something with, 'I don't see that anywhere.' Players have almost always overlooked what they're denying the existence of, and the entire tone of the exchange takes on an adversarial slant that leaves a sour taste in everyone's mouths. It also basically never gets you out of having to adhere to whatever was pointed out.<br />
# Staff is not unbiased, and isn't required to be. If you routinely act like a jerk, you'll probably be treated as hostile.<br />
# Staff may not log every chat with every player, but actions taken (such as a page to tell you to stop doing something) are usually communicated to the rest of Staff. If you feel a Staffer is being threatening or shady under-the-table, contact another staffer immediately to verify it's above-board.<br />
# Staffers are human. Sometimes they'll lose their temper, make a bad call, etc. It happens. Try not to hold it against them when it does, and again, talk with us.<br />
<br />
----<br />
<br />
===Rating & Acceptable Content===<br />
<br />
MCM is a PG-13 to R-rated MUSH. <br />
<br />
# Violence: Acceptable and common, up to what you'd see in a soft R-rated movie. Don't subject people to hard R-rating violence without disclaimer or their consent.<br />
# Sexuality: You may encounter limited sexual situations. TS (per Disclaimer) is not allowed in public or in logged scenes. Don't be a sex pest. Don't expose the MUSH at large (ex: through the IC radio channels) who cannot reasonably give consent to strong displays of sexuality.<br />
# NC-18: You must be 18+ to use this channel. If you wouldn't want the FBI finding it on your computer, don't bring it here.<br />
<br />
----<br />
<br />
===Channel Policy===<br />
<br />
# You are entitled to Staff-Help, or if you're a Guest, Guest channel. All other channels are privileges. Guest is the face of the MUSH and has the highest conduct standards; it is very easy for a player to be removed from it.<br />
# '''Political discussion isn't welcome on the MUSH'''. Players shouldn't play referee to what is and is not political discussion; Staff will adjudicate, where appropriate.<br />
# 6-Health is a containment channel for potentially gross health problems. Keep all relevant topics strictly here.<br />
# Chantitles should be short, not contain the @name of other characters, shouldn't look like STAFF or FACHEAD channel tags. Special length allowances are made on H-OtherGames for friend codes.<br />
<br />
----<br />
<br />
===Spoiler Policy===<br />
<br />
This covers Multiverse Crisis MUSH's spoiler policies: When you can apply for something once it has been released, and when you can talk about something off of our '''Spoiler''' channel. Until something has passed its spoiler period, we will not accept applications for it, and all discussion of it should be limited to the spoiler channel.<br />
<br />
<br />
{|class="wikitable"<br />
|-<br />
| '''Media Type'''<br />
| '''Spoiler Period'''<br />
| '''Notes'''<br />
|-<br />
| Instant Consumption Media<br />
| Variable.<br />
| Covers web comics/animations. Default is 2 weeks on spoiler channel, 1 day for appability.<br />
|-<br />
| Quick Consumption Media<br />
| 2 weeks after U.S. Release.<br />
| Covers comic books, movies, etc.<br />
|-<br />
| Long Consumption Media<br />
| 30 days after U.S. Release.<br />
| Covers books, video games, anything not specifically covered elsewhere.<br />
|-<br />
| Oct. 1st-Dec. 25th Releases<br />
| Appropriate period of time after Dec. 25th<br />
| Some other major releases may be placed here as well. This is mostly to prevent people's holiday gifts from being spoiled.<br />
|}<br />
<br />
====Spoiler Policy Notes====<br />
<br />
<br />
# Spoiler periods may be adjusted by Staff for special circumstances. This may occur at request of players, usually received by +feedback, but may also occur on our own initiative.<br />
# Media that does not receive a U.S. release is treated on a case-by-case basis, but will usually have spoiler periods based on the release of an unofficial english translation. If in doubt, +request/feedback.<br />
# Anything released between October 1st and December 25th is considered to be released on December 25th for the purposes of discussion and applicability, with the exception of Instant Consumption Media. This is because things released in this time period often become relegated to Christmas presents.<br />
<br />
----<br />
<br />
[[Category:News File]]</div>Relianthttp://multiversemush.com/mw/index.php?title=Main_Page&diff=16785Main Page2022-06-06T16:39:59Z<p>Reliant: /* Contact */</p>
<hr />
<div>__notoc__<br />
<br />
<center>Welcome to '''Multiverse Crisis MUSH'''!</center><br />
<br />
We are an application-only role playing site with broad inclusion of characters and settings from anime, video games, movies, books, sci-fi, and more. We are receptive to Alternate Universe takes on existing series, and original characters. If there's something you're interested in role playing, there is a pretty good chance that you can find it here!<br />
<br />
== Connection Information ==<br />
<br />
'''Address:''' multiversemush.com<br />
<br />
'''Port:''' 5001<br />
<br />
== Information & Registration ==<br />
<br />
This wiki is a repository for MCM's in-game information, including news files, character profiles, logs, etc.<br />
<br />
To '''request an account''', please submit a WIKI REQUEST telling us who you are on the MUSH (sorry, non-players need not apply), what account name you'd like (please avoid using character @names unless they are names that are unlikely to be re-used if you quit), and what e-mail address you want your password sent to.<br />
<br />
Command String: +request/wiki Wiki Account=<details here><br />
<br />
== SceneSys Log Page ==<br />
http://multiversemush.com/scene/index.php<br />
<br />
== Upcoming Scheduled Scenes ==<br />
<br />
{{:Schedule View}}<br />
<br />
== Contact ==<br />
<br />
'''General Staff E-mail''': mcmush@gmail.com</div>Relianthttp://multiversemush.com/mw/index.php?title=Main_Page&diff=16784Main Page2022-06-06T16:39:42Z<p>Reliant: </p>
<hr />
<div>__notoc__<br />
<br />
<center>Welcome to '''Multiverse Crisis MUSH'''!</center><br />
<br />
We are an application-only role playing site with broad inclusion of characters and settings from anime, video games, movies, books, sci-fi, and more. We are receptive to Alternate Universe takes on existing series, and original characters. If there's something you're interested in role playing, there is a pretty good chance that you can find it here!<br />
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'''Port:''' 5001<br />
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To '''request an account''', please submit a WIKI REQUEST telling us who you are on the MUSH (sorry, non-players need not apply), what account name you'd like (please avoid using character @names unless they are names that are unlikely to be re-used if you quit), and what e-mail address you want your password sent to.<br />
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Command String: +request/wiki Wiki Account=<details here><br />
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**General Staff E-mail**: mcmush@gmail.com</div>Relianthttp://multiversemush.com/mw/index.php?title=7749/The_Wall_of_Dregs&diff=167187749/The Wall of Dregs2021-11-17T05:45:32Z<p>Reliant: Created page with "{{Log Header |Date of Scene=21/11/07 |Cast of Characters=70, 1099, 672, 7371, 562, 7387, 7389, 518, 527 |pretty=yes }} {{Poses |Poses=:'''{{#var:70|Priscilla (70)}} has posed:..."</p>
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<div>{{Log Header<br />
|Date of Scene=21/11/07<br />
|Cast of Characters=70, 1099, 672, 7371, 562, 7387, 7389, 518, 527<br />
|pretty=yes<br />
}}<br />
{{Poses<br />
|Poses=:'''{{#var:70|Priscilla (70)}} has posed:'''<br>&nbsp;&nbsp;&nbsp;&nbsp;It's difficult to anticipate what it means to 'go to the end of the world'. The romantic age of sail would perhaps conjure to mind a place where boundless ocean drops off the knife's edge of the map and pours away forever. The traditionally enlightened may envision a boundary where form and definition gradually dissolve into cosmic potential. The classical thinking might anticipate the mythical aether, or the more scientifically hard-minded might expect to see the void of space in another form, and the most ambitious of abstract comprehension might even await something grander, where space and time might be involved in a physical sense.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;What greets one instead is nothing but descending plains of scoured and colourless gray stone, lifeless crags from one horizon only gradually becoming more plain and unformed all the way to the other. Deep wells of grey dust, dark sand, and pale ash, mingled together and deposited into the cracks woven deeply into the inhospitable ground, until they can be blasted and blown over into rippling dunes in other places, by a lukewarm and directionless wind.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;A deep, queasy sense of disorientation sets in within moments, not only lacking for a clear sense of direction, but quckly realized, even a sense of day or night or even the basics of climate. The air is thin and dry and devoid of any kind of scent. The light is even and dim, undisrupted by the ghosts of leaden clouds that drown the sky, more like staring into a vast expanse of grey ocean from below, eliciting a sense of deep, nauseus vertigo. It is neither early nor late, hot nor cold, with only a dull, muddy yellow-orange glow from a sun that somehow feels too far away to either rise or set.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;This is, undoubtedly, a liminal place where one could wander for all eternity. Whether it ends abruptly, loops in upon itself, or merely goes on forever, one could never say, and there would be no reason nor means to distinguish.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Even with the fully completed map and decoded cipher, stitched together from fragments seeded throughout the darkest corners of Lordran, which had nearly claimed many lives, getting here was clearly not easy. A full Concord escort, deployed from a sleek, broad, and thin-angled intercontinental air carrier, has fully set up shape on the blank and scarred terrain, bridging where the ground has split apart with minimal engineering, and mantling the higher dunes of ash with crowns of lookouts, deposit yards, power taps, and artificial warpgates. As if even the highly trained Elite assistant personnel fear they might simply up and vanish if they don't prove their existence.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;You're only greeted in stiff and harried fashion by those hurrying to set up a sort of base here, left instead in Priscilla's direct, personal care, evidently returning from a trip in the direction that can only be called 'outwards'. Perhaps 'away'.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;"Well met, all of thee so brave to chase such a tale so far. Though I fear this hunt as but just begun, as we hath merely concluded following old tracks, thou art welcome to mine thanks for thine well-meaning confidence all the same." She turns slowly and points to the way she'd came, across a long track of footprints in the deep, grey dust. "This is our place to returneth to. Without it, I am certain, now, that we wouldst never find out way back. 'Place' is something thou cannot rely upon here; I assure thee as surely as what I feel in mine very bones. What matters is that not far beyond that horizon lies a sole chapel. And beyond that . . . well, thou shalt see for themselves."<br> <br><br />
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:'''{{#var:1099|Gilgamesh (1099)}} has posed:'''<br>&nbsp;&nbsp;&nbsp;&nbsp; Once upon a time, he had traveled to the ends of the Earth. He, who knew all the countries of the world, the King of Heroes who had no equal, had seen every corner of the globe, every inch of the era of the Age of the Gods. He, Gilgamesh, had seen the ends of the Earth with his own eyes, and turned his gaze to the stars where humanity might yet flourish. <br><br>&nbsp;&nbsp;&nbsp;&nbsp; This is not Earth, and this is not the end of the world he knew. <br><br>&nbsp;&nbsp;&nbsp;&nbsp; It's still in a way that stillness can't be, dead in a way that death can't be. It was never alive, perhaps, or if it was it was never alive in the conventional sense. There had never been green to disrupt these grey plains, never been the fire that forged a world from its potential. If it even had potential it was untouchable by any hand here. It was a truth all its own, and that was unpleasant to look upon, and so the King of Heroes decided not to look upon it. <br><br>&nbsp;&nbsp;&nbsp;&nbsp; There are no treasures here, nor could there be any. Perhaps there was worthy battle, but that wasn't why he had come, not why he followed the carrier on his Vimana. <br><br>&nbsp;&nbsp;&nbsp;&nbsp; He had come for love of her, and that was a strange feeling, as always, to go so far for someone else. <br><br>&nbsp;&nbsp;&nbsp;&nbsp; The Vimana touches down alongside the carrier and vanishes at the snap of his fingers. He looks at her distantly as she speaks to the others of their effort. When she's done, he just smiles at her, a warm smile for a cold woman, and walks forward, uncharacteristically quiet, contemplative.<br> <br><br />
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:'''{{#var:672|Starbound Flotilla (672)}} has posed:'''<br>&nbsp;&nbsp;&nbsp;&nbsp;The Starbound Flotilla are here, and their expertise in "setting up a base" means they're practically involved the moment they get on-site. The establishment of tethers, beacons, reliable power, and effective scanners is one thing, of course, which Seft, Moonfin, and Pavo are all hard at work on. But George and Biteblade are at work on something else entirely: Attempts to seed strange alien plant life into the area, Biteblade assuring any who question it that she is "<span style="color:#00d700">making sure ground doesssn't blow away.</span>" It seems a concern mostly focused on introducing an aspect of uninterrupted observation and reality here. Like circular breathing, the plants acknowledge people, and the people acknowledge the plants, and this mutual respiration of reality can make a long-term use of what little World they bring with them on this journey.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Albert, on the other hand, is loading up a heavy supply and APC vehicle. With deployable ski-type locomotion, perpetual-hover systems, heavy wheels, cliff-ascent spikes, land-sail backups, and other locomotion options, it's not designed for speed, but rather to keep pace with a good march. He squints through a thick, dark pair of goggles, over the horizon. And he grimaces. "<span style="color:#ffffff">George hasn't already visited, has he?</span>" He mutters. "<span style="color:#ffffff">Haven't seen it this bad since Purifications in the Mortis Zones.</span>"<br>&nbsp;&nbsp;&nbsp;&nbsp;"<span style="color:#00ffd7">I would call this worse, in many ways. The dust and ash imply a grander loss than even that, if there were ever anything to be lost.</span>" Moonfin speaks grimly. "<span style="color:#00ffd7">Let us set out. First of the Concord, we take this task as an honor. Let us hope the map and the chapel will guide us true. Shall we begin?</span>"<br><br>&nbsp;&nbsp;&nbsp;&nbsp;It does seem to be setting-out time, after all. Unless they need more preparation here, the Flotilla will lead up anyone who wants to hop aboard, and set out on the path their copy of the map offers!<br> <br><br />
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:'''{{#var:7371|Kukuru (7371)}} has posed:'''<br>Does any of this make sense to Kukuru? No. She's seen empty stretches of land before, but those were more along the lines of grassy plains or sun-scorched deserts with no real civilization to speak of. Seeing it in a more literal sense is far more unnerving, but who's she to say no to a member of her (extended) family?<br><br>Besides, someone has to make sure they keep their energy up throughout this... "What do you call a place like this? It's so... It's not a tundra or anything, but there's gotta be some kind of word for it." Furrowing her brow, she's soon distracted away from that line of thought as Priscilla gestures the footprints behind her. "Ah, a trail. Good idea. I think I have something that might help out with that, too..."<br><br>She digs into one of the pockets on her green-to-brown skirt, and out comes a large-ish container of red pepper flakes. "In case the dirt... Dust... Stuff blows over it, this might help us see where we went already." Kukuru's already sprinkling it gingerly on the ground, too, but she stops herself once she realizes she hasn't actually moved anywhere yet. <br><br>She'll leave that for once the group actually begins their move towards the chapel. "Is there anything we're looking for in there? Or is it the place itself that's important?"<br> <br><br />
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:'''{{#var:562|Eryl Fairfax (562)}} has posed:'''<br>&nbsp;&nbsp;&nbsp;&nbsp;Wastelands hold no mystique for Eryl. For 100+ years he has trodden them. Endless dunes with no life, arid winds with no moisture or scent. But all of that is merely superficial, the small volume of the iceberg that juts from the ocean surface. This place is more 'devoid' than just that. As he looks out at the pallid horizon, he suddenly experiences a deep kinship with the first men on the moon. So alien is this place, so hostile to the concept of life, that an atmosphereless ball of rock is the most apt comparison he can draw.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Those of the Concord might snicker at seeing the Grandmaster kneel down, stick his finger in the ash underfoot, and then lick said finger. Ash and debris imply rocks and structures once, which implies minerals, substance. What exactly is the bedrock of all this nothing?<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Priscilla returns from her initial jaunt. 'Distance' is a hard thing to gauge out here, but Eryl does his best by looking to the pattern of footprints stretching across the dunes. "A chapel? I have difficulty believing that whomever was sent out here would hold much affection for Gwyn. But then again, those reliefs in the mausoleum... perhaps older religions flourished out here. Or..."<br><br>&nbsp;&nbsp;&nbsp;&nbsp;He leaves the theory unsaid. The notion that their true objective out here became a figure of worship is something that could imply great difficulties in trying to extract her. "Let's be off then."<br> <br><br />
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:'''{{#var:7387|Kaito Kumon (7387)}} has posed:'''<br>For a long while, the 'end of the earth' was what was within sight, and then it was as far as you could walk to, and then it was as far as the bus pass would take you, and then it was as far as the motorcycle would take you, and then-<br><br>Kaito's used to 'ends of the earth' expanding. Well, no, that's a lie - not used to it, even if it's happened several times, might never be used to it.<br><br>The rest of Team Baron is here as well, integrating with the rest of the Concord entourage, while Kaito takes point as the Designated Elite. "This is... just the start?" he asks. "That makes sense. It's lackluster compared to what we're likely to find, I imagine." Yes. Act as though you know what you're talking about. This is good. Don't let on that you actually have no idea what to be expecting.<br><br>"A place to return to - like an island of stability in the middle of an ocean, right?" Is that the right metaphor? He hopes it's the right metaphor. "It's a good spot for it, at least. It feels like nothing changes here."<br><br>There's an offer of a ride given - a ride would be really nice. "No thanks," he says. "I've got my own." He pulls a padlock out, opens it, and tosses it on the ground - it expands into a motorcycle, which he mounts up on. The motorcycle's one of like three or four things he's bringing to the table here, he *has* to demonstrate that he's self-sufficient and not just a Fight Idiot.<br><br>The APC looks really neat, though. It's a shame.<br> <br><br />
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:'''{{#var:7389|Hiromi (7389)}} has posed:'''<br>&nbsp;&nbsp;&nbsp;&nbsp;Hiromi, the Archwolf, is here, addressing Priscilla from a legs apart, hands-on-hips pose. She isn't, in fact, usually one to stand this straight, but it gives her a better view over the far expanse of nauseating nothing-really.<br><br>&nbsp;&nbsp;&nbsp;&nbsp; "We're far-hunting. Why wouldn't we brave it? Good fighting in last I hunted here." She means this world, rather than this specific area. "Old one's challenge. Now, we find another, yes? Old things, hidden things, kept away. A hunt for things, that don't want finding, that hide or fight. Always these, yes?" If it wasn't difficult, someone would already have done it. If it's never been done, that's enough to pull some of her interest.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;And those golems had been a good fight. She'd even gone back to hunt for and carry off one of their oversized weapons, though whether there's a point in her carrying around a giant lightning halberd is questionable.<br> <br><br />
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:'''{{#var:518|Yuuki Kuran (518)}} has posed:'''<br>A rather sizeable and fully-loaded Concord detachment is seeing to claiming the space from its liminal approach, and among them, with a clipboard, is the short-haired ('First') Yuuki Kuran. She dresses as a modern adventurer, wearing a sweater-esque bodyglove with fuzzy cuffs and collar in white, and a vest in green and black over top to hide/accent a harness that simply gives the impression of utility and is entirely ornamental, save a pocket for her phone like a holster. Besides which, she wears a belted skirt and a pair of sheer black 'leggings' that are actually suit material in broad expectance of walking through some mist/acid fog/lava/slime/endless waves of garbage. 'Adventuring' leggings.<br><br>Yuuki Kuran has gained new appreciations for the local level of 'scuz' that Priscilla's world got up to, and how to combat it.<br><br>Dusting off her collar of the ambient dust as she approaches Priscilla, Yuuki lifts a pen to her mouth and taps the cap against her bottom lip. "You know, Priscilla, it seems to me your world is very literal when it's not being very cryptic. Is this... Erosion? Of the literal kind? So then, is this place where things go when they have finished their decay?"<br><br>She leans forward, having to get up on her tiptoes to accomplish this because Priscilla is Quite Tall. "Do you think you would ever find yourself here? Do you think I would?"<br><br>Dropping back to her heels, she carries on past Priscilla and shades her eyes with her clipboard -- a moderately useless gesture, with the local state of 'light', but...<br><br>"Well, Captains, lead the way! I think we're all set up here."<br><br>Turning back, she smiles at Gilgamesh and Priscilla. "Will you two be coming, or staying here?"<br> <br><br />
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:'''{{#var:527|Zero Kiryu (527)}} has posed:'''<br>"<span style="color:#CC99CC">The result of purifications is rather different than this,</span>" Zero comments towards Albert, a little less dully than his usual resting state. They weren't on the same side of that particular problem, but all the same, the feelings behind the statement are something that Zero can grasp. "<span style="color:#CC99CC">So far, anyway... if we encounter one of those creatures, I'll withdraw my assessment.</span>"<br><br>A moment's pause, then, "<span style="color:#CC99CC">Weren't you containing them and shipping them off to some other place? Who even wanted them? Or can you still not recall the details?</span>"<br><br>While this conversation carries on, he seeds elements of himself among the plants put forth by Biteblade. This is mostly because he assumes she has the right idea, and partially because the presence of other plant life makes it a bit easier to boot.<br><br>A twist of plant life around Yuuki's wrist chimes in with Zero's voice in answer to a question aimed at Priscilla: "<span style="color:#CC99CC">When you are done, would you want to linger on palely? This place does not seem to be of a nature for those of our like. I don't think 'change' is an idea with much grip here.</span>"<br> <br><br />
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:'''{{#var:70|Priscilla (70)}} has posed:'''<br>&nbsp;&nbsp;&nbsp;&nbsp;Though licking the dirt might look silly, Eryl Fairfax does have precise sensors for exactly this kind of thing. They helpfully conclude, with absolute certainty, that it's a rock alright. The list of possibilities is painted in single digit certainties, with granite and basalt being at the top, followed by quartz, and then weirdly, calcium. The dust is eroded rock. The sand is ground up rock. The ash is, somehow, 'burnt rock', carbonized to some degree, and now without carbon.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;his landscape was probably, once, burned very intensely, but it's as if there had only ever been, at best, an ecosystem of rocks upon rocks next to rocks. The most ancient symbol of unchanging age. It also vaguely seems as if the waves of deep fracture in the stone are roughly like glacial ice stress, from being crunched together and stretched apart seasonally.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Biteblade's attempts at seeding it aren't wholly pointless; though all the organic material that plants need has to be provided externally along with water, anything capable of 'growing on a boulder' can handle it, but anything that 'grows roots into the ground' seems unable to meaningfully penetrate even the dusty ash. Concord personnel fence the area, set up monitoring cameras, and analyze the information as she works, even while others haul crates of fuel and supplies to the APC between them on Albert's timetable.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;"There is no name to 'nowhere'." Priscilla concludes to Kukuru. "I believeth not long beyond it, in whatever form 'beyond' couldst be said to existeth." She shakes her head slowly to Eryl. "It is no sort of worship that I recognize, and besides, not one that I believeth anyone entertains in this age. Thou shalt see." She says, slightly cryptically, to Kaito, "The trouble with space so empty, amongst other things, is that one cannot quite be so certain whether it is never known to change, or whether it changes at all times."<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Priscilla spares a rare, half open smile when Gilgamesh joins the group, though it seems her intent to ride the APC rather than engage in the ostensibly more practical use of the Vimana for some reason. She confers with Yuuki in oddly half-hushed tones, "Perhaps it is that it was always so literal, and we hath simply lost much of our memory of what it shouldst mean." It's broken by a short, thoughtful pause at Hiromi's addition. "Old, certainly. Older than gods. Older than time. But, at once, having seen its edges with mine own eyes, I believeth a state of 'finishing' wouldst preclude its existence. If I were to search it merely for 'hidden things', such wouldst perhaps be to seek things that hath yet to even be hidden. But I cannot envision it a place even for mineself under any circumstance. It is not . . . mine to claimeth."<br><br>&nbsp;&nbsp;&nbsp;&nbsp;The intended approach absolutely seems to be to use the larger vehicle. Following Priscilla's tracks, the long, silent, and bumpy journey doesn't take more than half an hour at a brisk pace. True to her word, without any particular rhyme or reason but 'because her tracks lead there', from out of the wasteland, as if summoned up from the ground rather than 'navigated to', the bleached bones of the earth rise up into steep, jagged hills, forcing a path up a sharp and grueling incline, at the very top of which can be seen the outline of a modestly sized, but deeply baroquely designed, church steeple.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;One of finely hewn stone facades and slate tiles, its grey windows having sagged away to leave behind only the iron frames that once held coloured glass, and its doors having turned to dust and blown away aeons ago. It is a deeply hollow and empty thing, recognizable only by a curved iron ornament at its peak, and the faded outlines of where pews had once held back some manner of dust. It feels like stumbling across a bleached ram's skull in the desert, not a sign of civilization.<br> <br><br />
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:'''{{#var:70|Priscilla (70)}} has posed:'''<br>&nbsp;&nbsp;&nbsp;&nbsp;And much like stumbling across the grim and vacant remains of some long dead animal, it seems to serve much the same feeling of warning; some indicator of a deeply metaphorical, yet even more lethal, threat of being stricken with heat, passing out for a moment, and never waking up, never being found, again. Because the chapel steps are carved and mortared brick, transplanted along with a wide path onto ill-fitting dusty ground that nobody has ever walked, and that path rambles forward only a little bit more, before dropping off the sharp, miles deep cliff that the entire range of 'hills' reaches the edge of. An acute, deadly angle that drops away into a gorge somehow even more swept away than the wastelands before it. And off that cliff . . .<br><br>&nbsp;&nbsp;&nbsp;&nbsp;A vast chasm. An endless canyon. A gulch that stretches to an even further horizon, where the ground builds up all over again and rises into higher mountains still. Each and every spare inch of it wrought by human hands.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;The chapel is but a taste. A skull from a mass grave. Surmounting the ridge rewards one with the sight that stretches all the way out of existence to their left and right and far ahead away from the sun, built up of ten trillion tons of ancient ruins, all broken up and slammed together and tossed into one endless vista, jumbled together into a single megalithic kaleidoscope of civilization. A crazed monochrome painting born from the fevered imagination of a dying and colourblind artist, woken up in the night from a dire dream in a cold sweat. An acid trip of human industry merged together without beginning or end.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Towns like scattered atop castles like errant marbles, propped crookedly against fortresses and spanned by twisted and warped bridges. Mills and towers jut out at crooked angles, bending under their own weight, and looming above the crumbled and broken remains of cathedrals and monuments, stitched together by an infinite number of roads like a ragged wound. Sideways, upside down, right side up, torn in half, twisted like cloth, pushed up into heaps like autumn leaves and left to rot. Literal, contiguous miles, up and down, of ramshackle civilization, cracked open and bared to the open air like a horrendously broken bone.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;There's no making sense of it. Not even a chance. No two adjacent buildings look as if they belong together. Crenellated castles of tremendous size lean heavily over thatched mills and keeps of rustic origin and soaring gothic vaults, grown over with the washed out shells of tiered pagodas and crowned with suspended cement aqueducts. It would take a billion architects a thousand years to make all of this, and just as long to throw it all away, and absolutely none of it belongs in this grey and lifeless place. Courtyards, gardens, palaces, mass halls, all filled with nothing but ash and dust and faded remains.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Within the chapel, a mound of bleached and dusty bones is heaped together and speared through with a twisted iron sword, not unlike a fire tending rod, cold and inert. Beyond it, a sharp drop into the fever dream, unmarked save for swirled piles of ash, and a single spot where a rusted section of pole has been anchored in the dust, with a single strip of faded blue cloth wrapped around it, blowing limply in the invisible breeze. Atop a wildly precarious position, perched on the edge of a stupendously lethal drop, should the few bare bricks holding it in place give way, a decrepit, discarded rocking chair, and a ragged, robe-swathed figure seated within it, a heavy stone shell lashed tightly to their body with braids of rope, like a huge hump, and a gnarled staff in their hand, oriented to stare motionlessly into space.<br> <br><br />
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:'''{{#var:1099|Gilgamesh (1099)}} has posed:'''<br>&nbsp;&nbsp;&nbsp;&nbsp; If Gilgamesh is upset or offended by Priscilla choosing the APC over his vehicle, he doesn't show it. In all likelihood he agrees that it's probably better not to be distracted in a place like this, and that would certainly be...distracting. Probably for both of them. <br><br>&nbsp;&nbsp;&nbsp;&nbsp; "Wherever she needs me," Gilgamesh says to Yuuki. He knows what she's getting at. He's not ashamed of it, either, if the grin that briefly appears on his face is anything to speak of. <br><br>&nbsp;&nbsp;&nbsp;&nbsp; He spares a glance at Hiromi's lightning axe, a hungry gaze not for the wolf but for the weapon unconcealed and uninterested in being concealed. It is something precious and intriguing; as usual, Gilgamesh is fascinated by the precious and intriguing. Kaito's lock gets the same sort of glance. Unique and intriguing. <br><br>&nbsp;&nbsp;&nbsp;&nbsp; The Vimana flies alongside the APC almost protectively. Sure, literally no one in there needs protecting, but hey. It's nice to have a flying golden throne with the most formidable arsenal imaginable riding alongside. <br><br>&nbsp;&nbsp;&nbsp;&nbsp; The sheer crushing ennui of the church is stunning. As if the thing had simply given up and died like a beast lumbering back to its graveyard. Even looking at it fills the King of Heroes with a measure of disgust. A corpse bleached grey under an unending grey sky. <br><br>&nbsp;&nbsp;&nbsp;&nbsp; If the chapel filled him with disgust, then the mass grave is almost vomit-inducing. He doesn't even bother to hide the look of revulsion on his face at seeing this place, this mockery, this *shell* of civilizations built like coral. The King actually has to look away from the sight before he does something foolish, tempering his disgusted anger with the grey and empty world around him. He produces a goblet of ambrosia that smells so sweet and so pure as to be worthy of the gods, because it is divine nectar in truth, and swallows it in one gulp before dropping the goblet back into the golden ripple that is the Gate. <br><br>&nbsp;&nbsp;&nbsp;&nbsp; The chapel is almost as bad, so he produces another goblet and resumes drinking, because as ever pleasure is the wont of the King and in this grim place so violently opposed to his existence he's going to need something to balance it out. He stops when he notices the blue and the creature. Then, <br><br>&nbsp;&nbsp;&nbsp;&nbsp; "Are you actually living here?"<br> <br><br />
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:'''{{#var:7371|Kukuru (7371)}} has posed:'''<br>"That might make things trickier, then..." Kukuru concludes after Priscilla identifies the place with no name as exactly that, sighing dramatically before looking over at Eryl as he tastes the ash. She narrows her eyes, approaches him briskly, and promptly shoves a water bottle at him.<br><br>"Wash that out when you're done. You don't want to get sick right when we're starting, do you?" Although she's asking a question, it really just sounds like she's scolding him for that. Clearly, she doesn't know that he's more than capable of doing such a thing safely.<br><br>It's what Priscilla tells Kaito about change that has her actually taking her claws out of her pockets, one still holding onto that container of red pepper gingerly while she sticks the other into the sand-like ground beneath her. "Just in case it doesn't change, maybe this'll help." Kukuru moves several steps sideways and starts dragging her claw through the ground, scooping out enough to form a fairly wide ring where she stands. She yanks that oversized handful of ash and other such pulverized stone out, then deposits the whole clump of it beside the ring.<br><br>"There. If it never changes, this'll be gone later. If it does change, then this should still be here when we get back." With her little exercise finished, Kukuru looks rather pleased with herself while heading into the APC. If there's an open window, she'll sprinkle that red pepper out for most of the ride, pausing every now and then to make sure everyone's hydrated and provided with homemade snacks if needed. Otherwise, she rations the flakes to make their trail a little bit redder and a little bit smellier on the way to...<br><br>The cliffside chapel! It's actually somewhat of a relief to finally see something that isn't just nothing and more nothing, and even the canyon that goes who knows how far is still better as it's SOMETHING to look at. There's a lot of something to look at, too, and she doesn't know where to start with how impossibly placed so much of it is.<br><br>"That's gonna fall over." Kukuru comments as she eyes those towers and mills, holding one clawed hand over her eyes and squinting as if that'll actually help her. With the chapel being the group's main objective, however, she finally heads inside and comes face to not quite face with that robe-clad figure.<br><br>Naturally, Kukuru's just going to approach them without a care in the world. Or maybe she's doing it to minimize the risks to everyone else by getting closer to both the mound and the robed person. "He-llo there. Does that thing hurt to wear? I could take it off if you want." She offers, clicking one of her claws together for emphasis.<br> <br><br />
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:'''{{#var:562|Eryl Fairfax (562)}} has posed:'''<br>&nbsp;&nbsp;&nbsp;&nbsp;It's rock. What kind of rock exactly? Original Face is of no help there, throwing out miniscule percentages of confidence. But that alone can be proof. 'With fire, came disparity.' Beneath his feet is particles of rock, the ur-rock, the idea of rock as a hard, unchanging substance. With fire came light and dark, disparity, differences. Not even immutable stone could resist, becoming separated into strata, into igneous, sedimentary and metamorphic. Just as modern man still bears some commonality with ancient man, so too do the rocks in his catalogues bear resemblance to the ancient particles underfoot.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;He is quiet on the drive to the chapel. Pensieve, looking out the window at the passing dunes. "This is nostalgic, in a way," he says aloud. "Most of my life has been vistas like this. Though I never people with me. Or a vehicle. Part of me wishes we didn't have the latter. But part of the fun of a journey like this is feeling the passing of time, and there's no sense of time passing here. Even eons decay."<br><br>&nbsp;&nbsp;&nbsp;&nbsp;The sheer climb he navigates carefully. To fall here would be to fall into... the only words Eryl has for it is 'a mass grave of civilizations.' Original Face is scrubbing the vista for meaning, comparing architecture to what he saw in those forgotten corners before now. How did it all come to be here? Is this what happens when civilisations build atop each other again and again until the earth gives way and lets it all collapse on each other? That's the rational explanation his mind throws out, but this goes so far beyond that.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;His eyes fixate on that scrap of blue cloth. How has this survived? Who put it here? With quick steps, he walks over and takes it gingerly in hand, unfurling it as much as he is able. Is there a design on it, complete or otherwise? What is the fabric? And what of the pole itself? Is it just another piece of rubble, or has another visitor abandoned it here?<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Is it the doing of that shell-clad figure? Or someone else?<br> <br><br />
<br />
:'''{{#var:672|Starbound Flotilla (672)}} has posed:'''<br>&nbsp;&nbsp;&nbsp;&nbsp;Zero Kiryu receives a long-belated answer to a scheme that never quite made its results known: "<span style="color:#ffffff">Our alliance with Bloody Revelations was complicated. We armed her with ghosts. She provided us... various assistance.</span>" He grasps at his Matter Manipulator, as if checking to make sure something in the inventory is still there.<br>&nbsp;&nbsp;&nbsp;&nbsp;Biteblade has no ominousness to deliver, of course, she's just happy to have help! "<span style="color:#00d700">Thanksss, dead-greenfinger friend!</span>" She hisses happily. Maybe the plants will do something good, and... well, maybe not! Who knows. Mosses and climbing vines will perhaps be enough.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Priscilla finds the APC to be open-top in enough sections to sit comfortably at full-size. There is no need for shade, but even still, Moonfin props up some draped fabric on several mounted rods to give her a little extended shade from the distant sun.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;And, eventually, the group arrives. The Captains disembark after pulling the APC up close to the chapel, seemingly trying to decide who should lead. Perhaps none of them know well. Almost by chance, they choose a member...<br> <br><br />
<br />
:'''{{#var:7387|Kaito Kumon (7387)}} has posed:'''<br>"...Ah. More ruins..." says Kaito, mostly to attempt to contribute something.<br><br>It's a weak offering, in conversational terms, because he's spending more of his attention looking around. This is... new. Very new. Not what he'd expect from ruins - the scale, and the weird amount of variety. What was here, that got destroyed? It seems impossible.<br><br>"Alright then."<br><br>A lot of people are going off to go talk to the figure - probably a good idea. Except...<br><br>... That cloth catches his attention. Is it a territory marker? A sign someone else laid off?<br><br>He revs the motorcycle's engine - and a portal into another dimension opens up, which he drives on through.<br><br>In contrast to anyone making the treacherous climb and navigation of the terrain to get to it, Kaito reappears, still astride the motorcycle, coming out of another portal right next to the cloth with no apparent difficulty whatsoever.<br> <br><br />
<br />
:'''{{#var:672|Starbound Flotilla (672)}} has posed:'''<br>&nbsp;&nbsp;&nbsp;&nbsp;"<span style="color:#00afff">Confused. Why does this look... *familiar* to me?</span>" Seft mutters, as she steps up towards the cliff edge. "<span style="color:#00afff">Confused. It's like I saw this in a dream... But I didn't, did I? What could all this *be*?</span>" She sweeps that blue visor over the skeleton of the chapel, before she finds something to focus on.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;She approaches the man. "<span style="color:#00afff">Respectful. There was something before fire. And it was... in this direction. Is that right? We're here to look for it. Are these... echoes of the fire? Or echoes of *that*?</span>" She tries to maneuver around her words, like they're dangerous and sharp.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Why can't she shake this feeling of familiarity? It won't budge.<br> <br><br />
<br />
:'''{{#var:7389|Hiromi (7389)}} has posed:'''<br>&nbsp;&nbsp;&nbsp;&nbsp;"'Unfinished' things, 'not yet' hidden. This, you mean? Strange thought." Hiromi may not be entirely getting what Priscilla is saying, but has gathered that things, most likely, be weird.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;This assumption proves correct. "Not-city, 'couldn't be' built. Stones wrought, as if by human hands. What human would? None. Even broken men would break, work unfinished. Too many things. Not built. Grown? Placed? Moved?" Hiromi looks out over the something-scape, leaping off the vehicle's roof to run up to the cliff's edge and lean dangerously over it, halberd butt on the ground behind her, with the specific kind of confidence of one who firmly disbelieves in falling damage.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;After several moments, she walks back away from it, goes into the chapel, and prowls low to the ground, tracking likely nonexistent scents for 'things that have moved.' There were pews here, possibly, at some point. Or maybe there's only the impression that they were here. There are bones here, and bones are remains left behind by those who lived -- unless they aren't. She can't entirely discount the possibility that a land like this might have deathly remains of what was never born, and never died.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Unless she does find something especially interesting, against all odds, this will take little time. Plenty left to go back out again, and to the motionless figure. Is that alive, and was it ever? A question has been asked, and she listens for an answer. Her nose is distracted, unusually, by ambrosia, a thing so different from this place that the first whiff of Gilgamesh's drinking habit clouds out everything else for several moments, but on seeing it's already gone, Hiromi shakes her head to clear it.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;She hasn't needed to drink in years, but now she wishes she'd brought that gourd from the demon's palace. This is a dry, dry land.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Hiromi will wait exactly long enough to hear whether that figure has anything to say, before she steps off the cliff.<br> <br><br />
<br />
:'''{{#var:527|Zero Kiryu (527)}} has posed:'''<br>It's like a garbage dump at the edge of space-time. Zero doesn't even really want to think about it, and he's spent enough time looking at nigh-incomprehensible architecture just getting here, so he ends up just keeping his eyes on the more banal parts of the experience insofar as he can.<br><br>The thought that it was a garbage dump comes, and goes-- no, it's more like the end result of a trash compactor, if the pieces weren't quite able to have all features scrubbed out of them at the end. A cubed-together lump sum of everything that ever fell off the edge of the world.<br><br>It's nonsense because there is, in fact, no sense to it. It's just how things ended up when they were done falling.<br><br>Gilgamesh ends up speaking of his incredulity of something resembling a person being here. The question already being asked, Zero spreads his psychic senses out towards the figure. It is not an invasive probing-- more like a ping. Hello, are you there?<br><br>"<span style="color:#CC99CC">Bloody Revelations. I see... it makes sense that a being like that would have need of an entity would have use for such a creature,</span>" Zero replies to Albert, nodding. In answer to Biteblade's thanks, he says, "<span style="color:#CC99CC">Yeah... only, I'm not the kind of vampire that died. It's just a species, where I come from.</span>"<br><br>//It's like I saw this in a dream...//<br><br>"<span style="color:#CC99CC">If you don't remember,</span>" he says, "<span style="color:#CC99CC">it may be best if you don't.</span>"<br> <br><br />
<br />
:'''{{#var:70|Priscilla (70)}} has posed:'''<br>&nbsp;&nbsp;&nbsp;&nbsp;Navigating to that sole strip of faded blue in amongst all this grey and ash takes some doing (unless one happens to be Kaito), but it surely isn't going anywhere. It's been simply wrapped in a tight knot around a piece of slightly bent and heavily corroded iron --by wind and time rather than salt or water-- and left to trail out. At best guess, a piece of a flag stand or banner pole, either readily at hand when it broke, or merely seized for its convenience.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;The cloth is much too fine to have blown from it, however. Faded, but velvety, hand-woven, and warm, with a thread count that would make it very, very expensive in any pre-industrial civilization; not something bought in huge sheets to be blown about in the wind and rain from a distance. It's clearly been torn from a larger piece. Probably a garment. Long ago, but infinitely more recently than anything else here. Considering how easy it is to see, it's almost certainly a trail marker. Whether the person who placed it ever came back is impossible to say, as there aren't even footprints leading down. However, the way it gently flutters in the same direction, forward and right and down, at all times, feels strangely purposeful. Like more of a signpost.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Scraping around, moving a little ash reveals characters --pilgrims marks, scraped in soapstone-- scrawled nearby. They say <span class="bold_fg_w bg_n ++ hw">Take the plunge. You won't die.</span><br><br>&nbsp;&nbsp;&nbsp;&nbsp;It's a difficult claim to believe. The marker hangs over one of the steepest and most crooked drops of all, eventually tapering to a mere sliver of bricks still glued together and dangling perilously over the hungry fall. There's certainly a clear view, straight down from it, through where several collapses and tectonic shifts have conveniently lined up many gaps and holes, or rather, where someone had searched until they found one by chance. At its bottom, however, one would probably crash straight through the side of a rather grandiose church building, tipped on its side and half-buried. Not exactly a safe fall. Angling for a window would mean not splattering on the stone, but only for about half a second before probably splattering on different stone.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Eryl's scan seizes upon that one. Because he knows it. Not only does Original Face recognize it; *he* recognizes it. The main building of the infamously renamed 'Undead Parish'. That belltower where he had battled powerful guardian gargoyles years ago, now devoid of its great bell, and, more importantly, a building he had *definitely seen* just a couple of months ago when most of this group had begun excavating the ruins of the burg below it. Seft was there too; she can recognize it with equal ease. It's too unlikely to be an exact reproduction; it's the spitting image of it. In fact, he can see the exact marks on the roof, where his slugs had pierces, where Solaire's lightning had struck, where--<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Ah, but the engraved grotesque that tumbles down the slope in many pieces beneath it matches the debris they'd found deep in those lightless caves as well. How could it possibly be all the way out here? Moved from the very axle of the world to falling off of its rim. And beyond that, to his left, the geometric arches of Oolacile construction, which he'd certainly seen half-buried in the Darkroot Garden this very year, now nakedly exposed to the lack of elements. And yet the vast, overwhelming majority of it is nothing he recognizes at all.%<br> <br><br />
<br />
:'''{{#var:518|Yuuki Kuran (518)}} has posed:'''<br>"No. I don't think I'd want to build a home here. But still, somewhere to retire from time to time, if things become difficult, it might be nice to become familiar with what happens after erosion, so that the shift towards it is one we can accept, and not a little defacing, one scrape and nick at a time. I think it'd be nice, to walk the known roads."<br><br>Action Yuuki grins at her wrist slowly as she parts from Priscilla, the whole chat pleasing her in a clearly-worn way. "You don't walk the forest to claim it, to find things, or to be found. You walk the forest because it is there to be walked. It's how you live in a place - you learn the wilderness adjacent to it. That's an important feeling, I think."<br><br>Yuuki pumps her bicep, before glancing in Hiromi's direction and transitioning awkwardly into a 'haha just kidding' scratch of the back of her head. "It's something I remember without living it, so it's probably important. It's why this expedition we've undergone has been so interesting, because we... really are walking all the wilds, back to here. All the little spaces. Except, we have the Captains to craft through them, and Hiromi to seize them, and Eryl to find the secret things. Maybe it's--"<br><br>Yuuki spins on her heel, drawing left hand to right elbow, and right hand below her chin, tapping the edge of her clipboard against her mouth. "--our young greed? I think the world is very literal, and the works on top, the interpretations are the cryptic and confusing part."<br><br>Zero sums it up brilliantly. "Right. Maybe it's best to be at home in the garbage, as well."<br> <br><br />
<br />
:'''{{#var:70|Priscilla (70)}} has posed:'''<br>&nbsp;&nbsp;&nbsp;&nbsp;The heap of bones smells to Hiromi as nothing but bones and the iron that roughly pins them together. So old and faded that they'd have petrified and turned to fossils, had there been a drop of water in this air. She can't help but notice the faintest whiff of flame upon them --specifically, the scent of sacrificial burning, familiar to her-- but it's so vague it's more like a hallucination. An impression of a fire, which can't be dated. At any rate, she can certainly determine that the jumbled remains are human, and are made of multiple, incomplete skeletons.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Priscilla lingers near it for a little while. Her hand hovers over the twisted facsimile of a sword, and then tries gripping and turning it around. She snaps her fingers a couple of times experimentally, and then kneels down near its edge, staring into the cold pit, vexed and slightly indignant, with a tinge of brewing worry. "It shall not light, or it is not within mine power to light it." she thinks out loud. "Perhaps this one has simply wandered too far astray from that to which it couldst be linked. Perhaps there is simply none left who possesseth the spark to tend to it." She settles in to think intensely upon the subject, but replies to Yuuki "Oftentimes, those veiled allusions and twistings of truth and past art intentioned and pleasing illusions, to mask a literality that cannot be accepted. Certainly, there must be some such things, or else Lord Gwyn wouldst not strive so dearly to revise them."<br><br>&nbsp;&nbsp;&nbsp;&nbsp;The still figure in the rocking chair smells very much dead at all. The kind of dead where the process of rot has lost interest and moved on long ago. Just a shell of parched sinews and cracked bones. However, beneath its dusty rags, Hiromi picks up just a hint of another scent. Something somehow almost odourless, and yet unnervingly foul. Distinctly human, without any marker of sweat or blood or breath. Something that is Not Good to eat, or take, or touch.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;However, outrageously dead as that swaddled figure definitely is, Zero feels a sense of distant concentration --reverie, really-- somewhere in it. And when Seft approaches it --her? The staff looks like the remains of a slender cane for light hands, and wisps of long grey hair fall out of the darkness of a bunched up shawl-- the motionless lump definitely answers her, and the questions asked by Gilgamesh and Kukuru. An unrecognizable language, but one that intuitively registers as something from far away and a little outdated, stuffy and rough and rustic, like the heavy Scottish accent of a tough and stubborn old broad.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;"Oh, your heads are square on your shoulders, are they? I thought that clamouring tin can was the last, but here we go again." the ostensibly dead person mumbles. "Living here is a strange thing to ask about, love. Well I'm certainly here, but living? No no, this place is just one I'm too comfortable to leave, love." There's something mostly similar to a laugh when Kukuru prods and inquires. "Well, that came out of nowhere. Strange little lass, you are. No, this old stone-humped hag has no complaints. And she also has nothing for you. Not a smithereen. I just like to sit here, and take in the view." The rocking chair creaks incrementally as it shifts backwards by hairs.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;But there's a weird, almost thoughtful pause to Seft's question. The robed figure doesn't seem even slightly inclined to concern herself with Seft's appearance or style of speech. "Well now, I know this. Any more, I'll not tell you without good reason lass. But . . . at the close of the Age of Fire, all lands meet at the end of the earth. Great kingdoms and anaemic townships, they'll all be one and the same in the end. The great tide of human enterprise . . . all for naught. That's why I'm so taken by this grand sight, love."<br><br>&nbsp;&nbsp;&nbsp;&nbsp;And then, for a moment, the crone evokes the most utterly, shiveringly *raw* tone of voice that can be, drawing deep from the throat that doesn't move at all, to gutturally sigh in rapture:<br><br>&nbsp;&nbsp;&nbsp;&nbsp;"This must be what it's like to be a *god*."<br> <br><br />
<br />
:'''{{#var:562|Eryl Fairfax (562)}} has posed:'''<br>&nbsp;&nbsp;&nbsp;&nbsp;With the cloth gently pinched between thumb and forefinger, Eryl assess it. "Good quality, high thread count. Seems to have been torn from a larger whole. Waypoint, marker. For someone planning to climb out, or to guide people i-"<br><br><span style="color:xterm40">ANALYSIS COMPLETE.<br>MATCHES TO PREVIOUSLY SEEN BUILDINGS FOUND.<br>CONFIDENCE: 98%.</span><br><br>&nbsp;&nbsp;&nbsp;&nbsp;The words die in Eryl's throat as Original Face completes its scan of the vista. Immediately, he goes to stand at that precipice past the etchings on the ground. Looking out, he spots it. The Undead Parish. Even the ancient pockmarks left by his shots, the burns left by Solaire's divine lightning. And over there, remnants of Oolacile. How can this be? How can it be here? So old, so...<br><br>&nbsp;&nbsp;&nbsp;&nbsp;He turns on his heel and looks out now in the 'direction' they came, for all the meaning that word has. Hands placed on an ancient windowsill, a cold bead of sweat rolls down his face. "Priscilla, where have you taken us?" he asks. His words aren't accusatory, but they are filled with a chilled uncertainty. As the ancient hag speaks, Original Face slides her words in as the final piece of the puzzle.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;"Everyone," Eryl says, a sharp clap of his hands grabbing attention. "A quick lesson on the Big Crunch. Essentially, a hypothesized end of a universe. A point wherein the gravity of objects within an expanding universe counteract the constant expansion, and eventually start causing it to contract, to shrink back down into that infinitesimally small and dense dot." He punctuates the explanation with slowly opening his hand, stopping, and then curling it into a fist.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;"This is it. This is what it looks like for these lands." He gestures out at the wretched pit. "In coming out here, we covered not only distance, but eons. The end of the world, in more ways than one. We had best hope we can make the trip back."<br> <br><br />
<br />
:'''{{#var:1099|Gilgamesh (1099)}} has posed:'''<br>&nbsp;&nbsp;&nbsp;&nbsp; 'This must be what it's like to be a *god*.' <br><br>&nbsp;&nbsp;&nbsp;&nbsp; Gilgamesh's face is hidden behind his goblet. His frown is hidden. Not at blasphemy - oh, no, Gilgamesh is no friend of the gods, after all, and only Priscilla's family is spared his general indignity towards their divinity - but at the idea that something as impassive as observation is akin to godhood. That a lack of power other than watching the world go by is something worthy of divinity. <br><br>&nbsp;&nbsp;&nbsp;&nbsp; That watching the 'great tide of human enterprise' collapse is something pleasant and wonderful. <br><br>&nbsp;&nbsp;&nbsp;&nbsp; The goblet vanishes, and his face is no longer frowning, but that proper, traditional Gilgamesh sneer. "Is it all for nothing? As long as you're here, it's proof that they existed. That their struggle had meaning - if only to be something observed by some old and decrepit thing convinced that godhood is so motionless as this place." <br><br>&nbsp;&nbsp;&nbsp;&nbsp; He gestures with one hand, his other hand on his hip. "Is that really all you aspire to? Only watching the end and imagining that all of it was for nothing because it ends?" <br><br>&nbsp;&nbsp;&nbsp;&nbsp; "What do you seek, old crone? What is it you really want that keeps you here? What wisdom are you looking for -" <br><br>&nbsp;&nbsp;&nbsp;&nbsp; "-or," he says after a moment, pursing his lips, "What wisdom are you *hiding*?"<br> <br><br />
<br />
:'''{{#var:7387|Kaito Kumon (7387)}} has posed:'''<br>Take the plunge. You won't die.<br><br>Kaito stares hard at the words scraped into the stone. Take the plunge, it says. You won't die.<br><br>... Someone has been through here before. They tied this scrap of cloth here, and wrote these words, and...<br><br>... why? This feels like a trap. This has to be a trap. It's someone else trolling... right?<br><br>And yet...<br><br>... It does look like the gaps in the wall there, and the window there, and the sideways doorframe there... he could probably make it all the way through it. Probably, and then he'd still hit the ground... it has to be a troll. The fantasy setting equivalent of someone who goes online and posts about how you can totally get a special S-rank Inves lock if you wait at the dog statue next to the train station for five hours at midnight in the middle of a thunderstorm.<br><br>... And yet.<br><br>"... Henshin."<br><br><span style="color:red!yellow">LOCK ON! COME ON! BANANA ARMS!</span><br><br>"... It's Hachiko all over again," says Baron, to himself, and jumps anyway.<br> <br><br />
<br />
:'''{{#var:7389|Hiromi (7389)}} has posed:'''<br>&nbsp;&nbsp;&nbsp;&nbsp;"Pups know best," Hiromi says to Yuuki, "'importance,' of that. 'Exploration.'" Useful words, which she chooses to use, though they sound so foreign on her tongue. "Look to sides of home. Learn what lays in darkness. Doors are made-things for opening. Pups know best, but old ones lay roots. Little moving." She moves just her head, gesturing to the not-living woman with her chin. "Nothing grows here. But we grow, yes? You see."<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Whether there is wisdom to be found in wolves is left for others to judge. Hiromi moves on, without waiting long after the mysterious figure has finished speaking. Hiromi hasn't, in fact, seen the soapstone telling her where to jump, and hasn't recognized its importance when Kaito reads it. She simply goes, taking her halberd in both hands. She doesn't jump far, or really jump at all, but step out into freefall, letting gravity take her.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;The weapon was a dangerous thing, something made well enough, long enough ago, that it could hurt her, but that doesn't mean it's invincible, any more than was its wielder, when facing off against her. But in her hands, anything she holds becomes an extension of herself, another limb or claw, here useful for being extended from her reach. There's no possibility of it breaking, now, whether there had been before, when she thrusts it to the side, into the cliff, scraping sparks with the force of its passage, leaving long lines in stone as she controls her descent. Only a little, not slowed enough to be safe, and too impatient, too heedless of the danger that should be inherent to any leap from a cliff, to care for that. It's only to guide her path, to push off one wall and kick-slide off another, that concerns her. Each strike keeps her going, avoiding sideways constructions in her way, banking off angled walls, grabbing spires only long enough to throw herself further from them.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;The challenge, to Hiromi, isn't in reaching the bottom safely, but in continuing to fall with nothing barring her way, continuing on down until she finds something that looks important enough to crash into, speedrunning her path through dusty stone architectural garbage while trusting her instincts, and the specific placement of the chapel, to lead her to something worth finding, even if it's not something that was ever hidden.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;She isn't worried about what happens at the end, because she <span class="bold_fg_n bg_n ++ h">knows</span> that she's <span class="bold_fg_n bg_n ++ h">harder than any stone</span>.<br> <br><br />
<br />
:'''{{#var:7371|Kukuru (7371)}} has posed:'''<br>It speaks! She speaks, even, answering Kukuru's questions and giving her yet more questions to consider asking. The odd language is something to think about, sure, but there's also the mention of the tin can and whether this person is even alive, or the view of the great fuckoscape. Before she asks her anything, however, Eryl gives a lesson on the Big Crunch! <br><br>It's not something Kukuru's familiar with, so it's a convenient thing to listen to. "Wait. If we're all the way out here in the... Um. The future, I guess? Does that mean we're super old now? Or..." She trails off, the time issue giving her reason to pause as the implications of such a thing weighs on her mind further.<br><br>"... We can go backwards, too, right? Then everyone we know won't be dead from being so far behind us, right?" She actually sounds somewhat anxious while asking that, more likely than not being the first time anyone's ever heard her actively distressed about anything. It takes her some considerable effort to actually calm herself down enough to finally address the crone again, although there's a distinctly focused tone starting to creep into Kukuru's voice at that.<br><br>Only starting, of course, because she's starting to revert right back to her more relaxed tone within seconds. "That tin can you talked about earlier... Did they speak to you, too? Where'd they go?" She pauses briefly, looking towards Seft and Gilgamesh while considering what's meant by the 'end of the earth' and 'hidden wisdom'. <br><br>That's probably why Eryl spoke of the Big Crunch. "Hmm... Oh! Did they ever come back?" Another pause. "How long ago did you see them?"<br> <br><br />
<br />
:'''{{#var:527|Zero Kiryu (527)}} has posed:'''<br>"<span style="color:#CC99CC">It's not,</span>" Zero says, simply. He walks forward to one side of the dead-but-not figure -- he suspects that the distinction between dead and alive is quite blurred here -- and looks out into the distance. Even so, he didn't need to do that in order to make his decision about what feels like being a god. Maybe, though, he decided that he should at least make sure before he went on running his mouth about it.<br><br>"<span style="color:#CC99CC">I suppose... it may depend on what you think of as a God.</span>"<br><br>"<span style="color:#CC99CC">There is no difference between an exceedingly powerful person and a God,</span>" he carries on, folding his arms over his chest and surveying the thing he described as a cosmic garbage dump. "<span style="color:#CC99CC">Most of the world has no means to effect change on you. The things that can... those are like gods, too. I'm a being like that, and I've met quite a few. Some were little more than mighty painters...</span>"<br><br>"<span style="color:#CC99CC">... and some were sickly children, spreading their wasting to the whole of the reality they crafted. When you've had a hand in putting up all the chairs, and turning off the lights, you get an idea of just how many gods there are out there. Even if some stubborn mules hate the term.</span>"<br><br>Inclining his head, Zero says, "<span style="color:#CC99CC">There is something to being there to witness the door being shut and locked for the last time. Maybe for an ordinary person that is like being a god. If you are an ordinary person, then, well done.</span>"<br><br>"<span style="color:#CC99CC">But if you ask me, the god is the one that turned out the lights,</span>" he concludes, taking a couple of steps back.<br> <br><br />
<br />
:'''{{#var:70|Priscilla (70)}} has posed:'''<br>&nbsp;&nbsp;&nbsp;&nbsp;The very, very old lady, responds to Gilgamesh with the total lack of urgency that can only come from someone who has very much lost their marbles a long time ago, or an especially bleak kind of country hick bodhisattva. "Now no need to lose your head so soon young lad. There'll be plenty of time for that later. I'm sure you'll get around to it in your own time, just like all the others. Take a spell to enjoy it, while what's between your ears still works so well, sharp one you are."<br><br>&nbsp;&nbsp;&nbsp;&nbsp;"But the time for aspirations was an awful long time ago, love. Those heady days of chasing dreams are long behind me, but I've no complaints about death mucking about while I wait. A view like this reminds you of how small those little things were. Just how many people with how many dreams were in this big wide world, all this time. All together but separate all the same. No sense in getting ruffled just because it's over, lad. Take the time to appreciate just how much of it you never understood."<br><br>&nbsp;&nbsp;&nbsp;&nbsp;A rough, nearly matronly chuckle echoes out from the shadow covering her face, her chair creaking at Zero's approach. "We've had a lot of gods over all this time. Some of them were real, most of them weren't, and some were just different names for the same ones. But turning out the lights; there's the trick, love. Fires go out on their own eventually. Even a great big log can only catch light so many times before blowing on the coals is useless. Pull up a chair with me and sit a spell on god's throne. Maybe it's not quite the same as standing on top of the world, but it's close enough to get the idea. A little peek of what god might have been thinking all this time. And when you have all this time to think, soon enough, you run out of questions to ask."<br><br>&nbsp;&nbsp;&nbsp;&nbsp;She answers Kukuru as if it were the same grade of question, even. "Oh yes, he passed through here a while ago. Big chatterbox he was. A bold one too. Had his wits about him. Not like the quiet one at all. Spoke to him a time, but once he realized this old hag wasn't brimming with goodies, he struck off on his own. Down there." Glacially, her gnarled cane removes itself from its heap of settled dust, and points past the ruins of the collapsed Parish far below, over a great big hill created by the husk of a toppled circle tower, dotted with ramshackle sheds, and at a depression that can't be seen from the cliff.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;"No no, I'm afraid nobody comes all the way out here just to come back. But if you're going, when you see that tin can, pass the word alone. I'm afraid he's a little too brave for his own good. Far below, there's a deep, dark hole carved out of a tree. From time to time, voices brim from the depths even now. Horrible sounds, of an afflicted thing yet cursing men. It's not the place to be looking for treasure, so don't you run off and die either, love. It's a nicer view with a few people in it."<br> <br><br />
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:'''{{#var:672|Starbound Flotilla (672)}} has posed:'''<br>&nbsp;&nbsp;&nbsp;&nbsp;"<span style="color:#00afff">Curious. Then, is that where I've seen this? It has to be... Like echoes collecting in the accoustics of a room, or smoke gathering at the top of a building.</span>" Seft mutters, her voice subtly buzzing. She nods several times to Eryl Fairfax, seeming to agree in some way. This world *does* seem defined by similar cycles. "<span style="color:#00afff">Theorizing. If this is where those echoes collect... maybe what we're looking for is beyond that?</span>" She walks to where some of the others are headed. "('m') Try jumping", you say? Well, that sounds stupid!<br><br>&nbsp;&nbsp;&nbsp;&nbsp;She thinks back. Far, *far* back, to an exploration of Priscilla's Painted World, and the descent into the Abyss. Is this like that was? Is this strange place, in some way, not unlike the darkness that collected in the bottom of that crevice in that painted world, which gathered there in compressed time and which had welcomed them gently? It has to be, right?<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Hell. Nothing but to try. She jumps, filling her mind with those memories, the murmuring she remembers deep below. George only notices in time to shout out to her and run to the edge to see what happens as she descends.<br> <br><br />
<br />
:'''{{#var:70|Priscilla (70)}} has posed:'''<br>&nbsp;&nbsp;&nbsp;&nbsp;Upon Eryl figuring out the rest, Priscilla replies to him in an intensely thoughtful haze, her brown knitted in intense concentration, her lips moving silently before and after the single sentence reply she gives him. "To the Ringed City." she says, as if that explains all-- no, to be taken to mean that it is *all* that can be explained. This is the only place it can be. This is the only place that was ever marked out here.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;And the old hag hears her. One can tell by the way her chair finally rocks just slightly forwards again, and her cane touches the ground, even without turning to just see her. Gilgamesh's suspicions are given ample reason to blossom, when she says "Why, where did you hear that name, love? Oh, I suppose it doesn't matter." It might be Seft's imagination, but the crone might have just nodded. "It's just what you'd guess. The Ringed City is said to be at world's end. Past this heap of rubbish, as far as one can go. You've come to the right place. But be warned, you'd better think twice. The forsaken Ringed City was walled off by the gods to contain those pygmies in exile."<br><br>&nbsp;&nbsp;&nbsp;&nbsp;There is a long, pregnant pause, punctuated only by the minute splintering, one iota at a time, of that antique rocking chair seesawing faintly with each passing thought. ". . . and the dark soul is better left well alone."<br> <br><br />
<br />
:'''{{#var:70|Priscilla (70)}} has posed:'''<br>&nbsp;&nbsp;&nbsp;&nbsp;Leaping from the cliff is a journey. One has plenty of time to reach terminal velocity and question the wisdom of their choices. Seft and Kaito, following the route laid out for them, thread the needle through a wildly dangerous suicide tunnel of impossibly perched and angled architecture, and just as anticipated, end up crashing straight through the faded glass of the parish's grand sunward window.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Instead of dashing themselves to pieces on the hard floor behind, though, they land with weightless, disorienting thumps in a shallow clump of ash, which blows up under their weight to reveal the faintly glowing circle of white lines and roughly scrawled soapstone sigils below it, ostensibly responsible for breaking their fall with miraculous power, but invisible for the sea of dust.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;There's little to say about the inside. It is as the Parish was. Despite the advanced age of everything, here, for whatever reason, petrified pews and tarnished braziers at least remain standing in place, as the building has snapped down its middle to let one wall rest horizontally over the coffin of its mostly right-angled insides, spilled in with ash. A few fossilized, empty shelves still clog the corners, between where unrelated debris from higher buildings on the heap has rolled down and collected in this bowl, leading to a sprawling garbage heap on the indoor slopes of ash containing everything from battered shields to blackened globes. There are the faint impression of bodies here, long turned to dust, like snow angels in the older ash, though only guttering wisps of white vapour, and a few twinkling objects, remain in their ditches.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Nothing particular stands out about it. It seems a perfectly safe way to progress. Their trust certainly hadn't lead them astray, since there's no sign the message-writer had met his end down here.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Then just when Kaito goes to step ahead, he feels resistance, holding him in place. Looking down, he sees where his own shadow has split open like a butchered carcass and spilled forth a pool of spreading blue-blackness as umbral gore. Cold, inky black water splashes around his ankles, as if draw straight from the abyssal depths without any respect to even this amount of light. Waterlogged hands snag his ankles, pitch black fingers with two too many knuckles curled in tight, iron vice claws around him, and sodden scarecrow arms, long and dislocated, begin dragging him backwards, towards where a suggestion of a human head has risen from beneath him, though even its shape is pinched and crushed and stretched, and its face is hollowed out into a fold of gaping blackness, from which it utters and unearthly, wailing moan. The water feels like it's rising, but in actuality, the thing is somehow trying to pull him into his own shadow; or at least the bloody wound suddenly opened in it.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Seft is in little better of a position. Almost simultaneously, and certainly before she can do much to help, ice cold water drips onto her shoulder from above, and another too-long, too-thin, too-stretched, crushed and contorted figure, oozes through the shadows in the rafters and falls on her like the next droplet, wrapping its lanky bulk around her, and brandishing what appears to be a crude farming sickle in one hand, grappling with her to dumbly hook it under her throat and try to pull her head off with the vicious and callous leverage of a great ape. The simple iron blade bends with the effort, but its wetness burns to the touch, frigid water turning even solid metal black and pitted and full of holes, smoking as if charred.<br> <br><br />
<br />
:'''{{#var:7371|Kukuru (7371)}} has posed:'''<br>"There were a couple of them, then? That must have been nice, then. It's pretty.... What's the word... Surreal out here." Kukuru replies, taking a moment to just stare off into the distance as well and really take in what she's seeing. Those twisted buildings, that massive chasm into nothing, all sorts of things that must have combined from everything else...<br><br>"I can see why it'd be nice to just sit out here sometimes. Even seeing some people out there... Yeah, people watching can be pretty fun. Learning their stories, coming up with what brought them there if they don't just tell us... Oh. I'll have to take a nap here once our work out... Er." She narrows her eyes as she keeps peering into the broad view before her, eventually just gesturing around at it while clearly not knowing where specifically the investigation will take them next. "... Over there is done, too."<br><br>Smooth. Noticing that movement from the crone's cane, she looks from it towards where it's pointing into the distance, squinting again as tries to look through the Parish, the hill, and the tower surrounded by sheds into wherever the cane is pointing. Sadly, Kukuru can't see through walls, so she'll have to settle for knowing a vague direction of where to go. <br><br>"We'll let him know, mhm. It shouldn't be too hard to find him if he's outgoing and big, right?" Kukuru commits all that to memory as best she can, then laughs lightly and and gives the robed figure a gentle pat on the arm. Despite the fact that she's still wearing those giant claws on her hands, she still manages to make that contact feel affectionate somehow. "Tha-anks~ And we'll be okay. Making sure everyone gets back home safe is my job, you know? And after that..."<br><br>Kukuru reaches into her pockets again, fishing out a giant plastic bottle and a rectangular tupperware container to set beside the rocking chair. The former is filled with fresh water, and latter is stuffed to the brim with homemade meatballs, stuffed eggplants, and scalloped potatoes. "Don't worry about washing them when you're done. I'll just throw them in the dishwasher when I get back home."<br> <br><br />
<br />
:'''{{#var:70|Priscilla (70)}} has posed:'''<br>&nbsp;&nbsp;&nbsp;&nbsp;Hiromi gets to skip all of that by virtue of catching her earlier. The blessed brass and titanite of her godsgrave halberd steers her through even that much solid stone with ease, and has just enough bend to let her launch to a suitably wide and stable platform partway down. It first looks like half the span of a wide and level stone bridge, but when she lands, she can spy around a rocky corner, a system of steps that rise up to several battlements in a pentagonal shape, marking her destination as what used to be a single corner of an immensely thick and incredibly fortified citadel wall.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;The tower corner is covered in pools of black, brackish water, like staring at the aftermath of fresh rain at midnight, though it seems no rain ever falls here. Partway up the stairs, she sees what is unmistakably an ancient pile of crumbled remains barely weighing down the pale blue-green cloak they had once occupied, still clutching some object in one hand, and reaching towards the crumbled edge of the wall, overlooking a much steeper drop, to what seems like natural earth, albeit foggy and poorly visible from his height, as if they'd dried to crawl and toss themselves over the edge, and failed.<br>&nbsp;&nbsp;&nbsp;&nbsp;She isn't alone there either. A considerably more mobile pair of humanoid figures lumbers back and forth along the length of severed wall in aimless circuits. Each of them is twice her height, and certainly many times her weight, in part for the layers of leather and plate swaddled over one another as patchwork reinforcement, where some original armour had proved insufficient, but mostly because of the fact that their guts have burst open from the inside, their entrails fallen out, and their empty bellies instead turned to whorled and fibrous knots of root-growth, ashen grey creepers having crawled out in every direction and infested their bodies from neck to toe, clinging to them in thick, parasitic layers.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;And it *is* neck to toe, beecause above the ragged remains of faded red capes, stretched to the fraying point around their grotesquely bloated forms, their neckguards terminate into swirling masses of empty clouds. Ashen mist that coalesces and implodes into a well of utter blackness, like a hovering void in space nestled in a ball of clammy ocean fog. Staring into the pit where a head should be triggers all kinds of primal instincts exactly the wrong way. However, the exquisite, if corroded, curved chopping swords, each as large as Kaito's motorbike, that they drag along with them, are a familiar and obvious threat. She can seen the remnants of gorgeous gold decoration, but the massive weapons look as if they've been worn down as if gnawed by worms.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;She has a straight shot to the hollow the old crone was pointing to. But she is also Hiromi.<br> <br><br />
<br />
:'''{{#var:562|Eryl Fairfax (562)}} has posed:'''<br>&nbsp;&nbsp;&nbsp;&nbsp;"To the Ringed City," Eryl affirms to Priscilla. And the old crone confirms it. It's here, past this enormous mound of refuse. Beyond the end of the world. Gwyn truly wanted this pygmys erased utterly. It raises a single question, which Original Face captures and stores away to be paired with evidence later.<br><br><span style="color:xterm40">"Why did Gwyn not simply kill them?"</span><br><br>&nbsp;&nbsp;&nbsp;&nbsp;The sun god was never above genocidal war, as the dragons could attest to. So why give them one of his only daughters and this land, so far away from conceivably anything that they would vanish from memory? Was it a fair deal, or a coerced one? And if it was coerced, who was doing the coercing?<br><br>&nbsp;&nbsp;&nbsp;&nbsp;"Thank you for enlightening us ma'am. Personally, I'd love to stay and watch." He means it too. As one who felt it his duty to remember that which had long since fallen, this waste pile is something he feels a strong desire to record. "But I'm afraid we must press on. Apologies for distracting you from your gazing."<br><br>&nbsp;&nbsp;&nbsp;&nbsp;With a courteous bow, he walks to that edge and tips forward, spreading his arms and legs to maximize air resistance as he plummets, wind whipping at his face and hair. He too, crashes into the remains of the Parish, that whitestone sigil breaking his fall. Immediately, he sees the crawling shadows and horrific figures that assail Kaito and Seft and points his fingers, implants creating a firing solution so he can light them up with precise shots. "Keep moving!" he shouts at the two, wading through the ash to advance.<br> <br><br />
<br />
:'''{{#var:527|Zero Kiryu (527)}} has posed:'''<br>"<span style="color:#CC99CC">A fire going out, huh...</span>"<br><br>Zero nods, but moves on almost immediately. He says, "<span style="color:#CC99CC">What 'god' was thinking, well... I think that it must have been all the normal things. I wants, and I hopes. At the least, I don't think there are any gods I've passed by that didn't approach things like that on some level, even if they said otherwise.</span>"<br><br>"<span style="color:#CC99CC">If I'm wrong, I don't need to know. Understanding just one person is hard enough,</span>" he decides.<br><br>In the end, he's not about to proceed ahead of Yuuki, though. Which means that as others head below, he's still left standing above at least until she sees fit to take the plunge (doubtless shortly after this very thought)-- the only request he hasn't fulfilled through his inaction is pulling up a chair. Really, he might as well have.<br><br>"<span style="color:#CC99CC">Little enough that was once associated with Gwyn... seems as if it could be described as a coherent enough person still to be called 'exile'. Who are you, to advise that these things go undisturbed? Not the indifferent actor waiting for the embers to die that spoke moments ago,</span>" he probes.<br> <br><br />
<br />
:'''{{#var:7387|Kaito Kumon (7387)}} has posed:'''<br>It's Hachiko. It's Hachiko all over again, and Kaito isn't just getting soaked this time.<br><br>Baron falls through the environment, managing to narrowly miss everything on the way down, and crash-lands... softly?<br><br>Baron gets up. He dusts himself up - as much as he can here, anyway, and looks around. There's... still nothing here. A surplus of ruins, to be sure, but nothing that would be hidden by a shortcut like this. There's a few sparkly, twinkly things in the ditches, maybe... and a path ahead, which might be more interesting.<br><br>The question of which Baron is going to do first turns out to not matter, because when he takes a step forward, he starts getting dragged down by his own shadow.<br><br>"Rgh!" He turns as much as he's able, reflexively stabbing out at the ground, trying to hit something vital, something to slow it down. He's getting dragged in further, bit by bit, a wailing moan echoing around him to drive the terror further.<br><br>And then, still being dragged, Baron goes for his trump card: He clicks open the lock on his own belt.<br><br>The Baron transformation reverts - and for at least a moment, there's no armor for the thing to grip on, giving Kaito *just* enough space to slip through, dive and roll, get a little bit of space and time to himself-<br><br>- and he grabs for his improbable backup weapon: a deck of playing cards.<br><br>The top card (which turns out to be the jack of diamonds, not that it matters) gets drawn back and flung, launching from Kaito's fingers - on an inerring course for the eyes of the head that just emerged from the ground!<br> <br><br />
<br />
:'''{{#var:672|Starbound Flotilla (672)}} has posed:'''<br>&nbsp;&nbsp;&nbsp;&nbsp;Armor goes on, over the surface of Seft's body. Trajectory-adjusting microthrusters shift around it, pulsing softly as she feels less and less certain about this descent. She curls up as she descends through the new gap in the window. She thuds into the ground, her armor going wild, beeping small alerts about unknown gravitational influences. She lights a flare in her hand and waves up to George.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;"<span style="color:#d70000">Jesus, girl. Just 'cause it works once don't mean...</span>" George mutters as he stands up, heaving a sigh of relief. "<span style="color:#d70000">Looks like the motorbike guy found the way forward. Seft just confirmed, all's well there. Who wants to go real deep?</span>" The rest of the Flotilla ready to follow...<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Seft drops the flare at her feet, letting it mark the objective. Undoubtedly the others will follow in an APC-supplied descent elevator arrangement, just in case. Seft draws her axe and shield, and moves on... But no, Kaito's under attack! "<span style="color:#00afff">ALERT! LOOK OUT!</span>" This is dangerous! As she dashes to slam her shield into the limbs, she finds herself the one slammed. Thrown to the ground by the impact, she's pinned hard. "<span style="color:#00afff">*BZZT!* Stressed! Get off!!</span>" She rolls, struggling to get her arms between her vitals and her assailant. The sickle comes down and slams clean through a durasteel-reinforced shield, inches from her face. And she can see that water sizzling a hole through her shoulder pauldron...<br><br>&nbsp;&nbsp;&nbsp;&nbsp;With a burst of armor-assisted strength, she maneuvers and kicks the shield hard, trying to disarm the assailant of its weapon as it remains lodged in there, before swinging hard to plunge her battleaxe into the monster's side, hopefully hard enough to get it off her! SLAM! KICK! She's struggling to get to her feet, buzzing with pain and grunting with strain, trying to plant a heel on the shield to pin the monster's arm hard enough to bring the axe down on its neck in several heavy, roaring chops.<br> <br><br />
<br />
:'''{{#var:7389|Hiromi (7389)}} has posed:'''<br>&nbsp;&nbsp;&nbsp;&nbsp;Hiromi lands, somewhere other than the others, though that's no matter. If they're looking for something, then splitting up is the obvious choice. Staying together is for those worried over becoming lost (which they might) or put in danger (which they are). She stands up, takes a few swings through the air with her halberd, feeling for any looseness, but it's perfectly fine. Of course it is.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Creatures larger than she is. Again, this world is one of giants. Hiromi isn't sure if she prefers it that way or not. On the one hand, it gives her bigger things to strike or throw. On the other, they're too big to fit her teeth around them without tearing them to smaller pieces. In this case, seeing the incredibly unappetizing state of the figures, she decides she'd rather not get her tongue anyway near that, anyway, which means the size is 'good,' after all.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Just then, she spots the blue-green cloak, what's left of the onewho wore it, and by following that direction with her eyes--earth? Not more courtyards, more stone, buildings as man has wrought them, smashed together at odd angles, but earth? Perhaps not, as she cannot quite see it from here. But perhaps it is. To have earth beneath her feet would be better than this dead place. It's worth taking a leap, on faith.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;But then she'd leave these things alone, with their grotesque bodies and spooky headlessness, their massive, armored forms taunting her, their deathly states begging to put firmly beneath the earth. Can she really leave them alone, when their very existence so demands she end them?<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Hiromi sprints, maintaining balance on the stone with both the pads of her feet and boney claws that only now extend, (literally) tearing her way to the cloak, but in an arcing path that takes her well within range of the closer of the lumbering figures. "<span class="bold_fg_n bg_n ++ h">Here, here I am!</span>" aren't words she shouts, but the meaning of them, a sound like taunting laughter, "<span class="bold_fg_n bg_n ++ h">Try and catch me, chase me!</span>" With only the tips of her fingers on the tip of the butt-end, she swings her polearm to clip her opponent, in what would do little without its lightning, and without slowing down at all.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;She's away again, her focus on the remains of whomever had passed through here, before. Almost passed through. Failed to quite make it, rather. "You wished for <span class="bold_fg_n bg_n ++ h">soft earth</span>? I'll give you that." She doesn't know what the object is. She didn't hear quite everything the crone had said before she leaped. But she sweeps up everything that will remain together within the cloak, these bare remains of some adventurer or pilgrim, and turns to face the thing she'd clipped.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;It's odd, that lack of a head. If she weren't the Archwolf, she expects, that would bother her far more, just looking at it. It's something that should be frightening. A wrongness manifest. A thing that shouldn't be, just like this place. Or is it not death she sees, at all, but some strange life, merely puppeting the consumed man?<br><br>&nbsp;&nbsp;&nbsp;&nbsp;What matters is that it's following her. "<span class="bold_fg_n bg_n ++ h">Come, come!</span>" she <span class="bold_fg_n bg_n ++ h">commands it</span>, and then she steps backward, her back to the hope of earth, somewhere foggy and far below.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;A better place for graves.<br> <br><br />
<br />
:'''{{#var:70|Priscilla (70)}} has posed:'''<br>&nbsp;&nbsp;&nbsp;&nbsp;Mysterious robed lady wearing a huge piece of barely chiseled stone, calling herself an 'old hag', responds to Kukuru with a dusty, croaking chuckle, thoroughly amused. "'Surreal'? My, you lot like those fancy words. But isn't that just daft. 'Surreal'. The way I see it, this is about the only real thing I've ever seen. What feels more like a dream is all those years ago when this heap of rubbish was called 'history'."<br><br>&nbsp;&nbsp;&nbsp;&nbsp;She seems to find Zero's conclusion even more amusing. "That's the problem with understanding anything, love. It only really makes sense once it's over. Things that get far away shrink inside your eyes until all of it fits together, and you see where you were wrong. Like this wondrous sight. I'd never understand this much about the world if I travelled it all my life while it was still standing." Her chair then stops creaking at the mention of Gwyn by name.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;"I've no close ties to that name, love. But if you know it, then you'd best keep that close to your heart. There's no telling which things you'll forget first; and once you've forgot, there's no way to know that you've forgotten it. Like knowing that no one should go near that place, but forgetting why that is. You'll know the right time to tell someone, should they have the mind to ask of you." She makes a very recognizable Old Lady Sigh at Eryl. "I suppose you're not willing to reconsider though, are you? Well, that's just fine as well. It's a rare thing, to have a true duty. Don't go and take it for granted, I suppose. Otherwise, you won't do any better than this; not you or that poor tin can."<br><br>&nbsp;&nbsp;&nbsp;&nbsp;When Kukuru lays out packed lunch, the rocking chair resumes its gentle, slightly creepy noise. "Ahh, no need to fuss over this old woman, love. Well, I might've told a fib or two earlier. If you're really going, you can have this. It's only fair you know. Hold out your hands, love." An outrageously ornate and immaculately well-kept ring of white gold is slid from an ash grey finger and plopped into Kukuru's claws. The face depicts a graven image of some sort of priestess on an enamel background. "Keep your marbles intact, love. At least until I lose mine!" She then starts laughing to herself.<br><br>%<br> <br><br />
<br />
:'''{{#var:1099|Gilgamesh (1099)}} has posed:'''<br>&nbsp;&nbsp;&nbsp;&nbsp; 'History is surreal.' 'This end is the only real thing that exists.' Gilgamesh's lip curls up in a sneer, but he doesn't protest. Old, insane prophets are something almost as old as he is, present in more legends than he bothers to count. Arguing with old crones is usually a waste of time. <br><br>&nbsp;&nbsp;&nbsp;&nbsp; 'The dark soul is better left alone.' <br><br>&nbsp;&nbsp;&nbsp;&nbsp; That, instead, he fixates on. He runs through a brief check of his treasures in his mind - not that he ever could, anymore, not since he started using them as weapons, since now the painstakingly-organized Gate is nothing but a maddened heap - but he's quite certain that he doesn't have such a thing. Slowly, the King's fingers tap against his hip. His eyes meet Priscilla's, confident that she knows what he's thinking upon hearing of something unique better left well alone. <br><br>&nbsp;&nbsp;&nbsp;&nbsp; After all, she hadn't been able to persuade him not to pursue *her*, had she? <br><br>&nbsp;&nbsp;&nbsp;&nbsp; Then he looks forward. <br><br>&nbsp;&nbsp;&nbsp;&nbsp; In his mind, a million, million, million lines, an infinite number of shadows, countless moments of himself across every reality, spread out before him. Quickly they pare down to only this one, to only the future of this time, this Gilgamesh. He looks forward with a single thought, discarding every golden shadow that walks alongside him but splits in different paths. <br><br>&nbsp;&nbsp;&nbsp;&nbsp; 'How do I acquire the dark soul.'<br> <br><br />
<br />
:'''{{#var:70|Priscilla (70)}} has posed:'''<br>&nbsp;&nbsp;&nbsp;&nbsp;Down, down, further down, not to the ground if such a thing exists, but at least out of sight of a cliff, Kaito and Seft are in trouble.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;The sensation of sinking into one's own shadow is, all told, so mundane that it's actually scarier. It feels like falling slowly into pitch black, ice cold water, so deep down in some unfathomable depths that the thin skin of reality rendering it two dimensional is all that keeps its immense pressure in check, and it takes the shocking physical strength of the dread entity to pull Kaito against it. Whether he'd drown, freeze, or have the life crushed out of him first, is thankfully an answer that only his primal crisis brain will have to examine, because dematerializing his armour gives him just the time he needs to slip free.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;His shadow is left behind. Well, not really, but a murky blue-black puddle shaped exactly like it is. He sees the upper half of a creature identical to the one attacking Seft, half-submerged, like a perfectly demented horror rendition of the Roadrunner zooming off into the tunnel painted on a wall. His stabbing seems to have been largely useless, only splashing the puddle around, but the card to the face snaps its blank, misshapen blob of a head backwards with relative ease. It shees blood like a midnight sky, with glittering blue stars; the only thing of beauty to contrast the grotesqueness of the sight.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Seft also quickly finds that it feels like her attacker weighs next to nothing. It's more like fighting a bad dream. Grappling with the arms and legs of ambulatory sleep paralysis. The sickle, of murky and black metal, goes flying out of its hands along with two of its fingers, still gripping the handle. Even after chopping off its head with her axe blow though, it continues to claw and writhe like the severed tentacle of an octopus. It takes a few more dismembering chops to render it still.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Eryl arrives with much the same lack of difficulty, at that special point, and has just the right time and distance to put a good number of holes through Kaito's attacker while it's still knocked down. The instantaneous loss of 'blood' causes it to deflate, like a lumpy, distorted balloon. The both of them slip back under a bubbling layer of watery nothingness, and disappear.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;And then there are a lot more. Old shattered debris rumbles and stirs and mounds of ash sift aside, where more monsters push themselves up from the floor, some crawling on just their hands, some managing to stand on long, lanky, skeletal legs, and shambling towards the group. Others continue to fall from the ceiling, extruding slowly, and then dropping sharply, from the hanging shadows, like snow melting. The rest are armed too, with jagged sickles, daggers, and one with a long, black walking staff, which seems to have a sickle blade bound to the end by sodden grey cloth.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;They congregate quickly around both exits on the same floor, blocking off two open doorways that would lead outside by numbers. Despite being terribly dangerous, they aren't too hard to kill, lacking any kind of defensive instinct whatsoever; in fact, it almost kind of feels like they *gladly* rush into their own destruction, with those horrid moans and wails. However, each time one of them falls, another simply takes its place, bubbling up out of the deep or dripping from the vaulted ceiling. Only the creature with the staff hangs back from close combat, waving it around in the air as if possessed.<br> <br><br />
<br />
:'''{{#var:70|Priscilla (70)}} has posed:'''<br>&nbsp;&nbsp;&nbsp;&nbsp;Hiromi can tell that she is significantly faster than her current 'playmates'. At her taunting, they turn towards her with stiff, lumbering motions, partly restricted by the petrified growth all over them, but partly as if they don't quite know how to walk anyways. She can also read their posture. Or rather, read a sort of body language off of them. Even derive some kind of meaning in the sound they make. Without any kind of head or throat, all that comes out is a deep, dull, throbbing roar like water crashing into the bottom of a dry well or winter wind violently resonating on a windowpane. But she can feel them flex with aggression. Anger. Hunger.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;They don't respond with pain, though, when she cuts into the side of one. She feels the feedback of hitting something hard and dense like stone, rather than wood or leather, but her weapon overpowers the task easily anyways. Black and white 'smoke' gushes from the wound for a moment, as if pressurized, lukewarm and heavy, and with a sudden scent that reminds her exactly of cold, human sweat. It gives up on trying to track her, when she steals the cloaked remains and runs. Instead, it angles right for the edge and gives chase. At least in a straight line, it, and its companion shortly after, can pick up an impressive amount of charging elephant speed in a second.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;They even chase her far over the edge. They fall the entire way fearlessly. Hiromi lands on top of a bank of silty grey dirt, certainly 'earth', but also certainly wholly sterile. The two monsters land in the soupy, greenish-grey water that fills much of the surrounding area, making for deep pools, shallows, and dry sandbars, shrouded in mist. They disappear into the water completely, as if they'd fallen down a miles deep pit hidden below the surface. As if they never were.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Given a moment of time, Hiromi finds that all that's left inside the cloak is a collection of dust and metal buckles that was probably once the gear of a traveller, and a mound of human bone ash collected in the hood. Specifically, ash, as if burnt. The mystery object she's seized is clearly some sort of dagger, though it seems impractically thin for any job, set with a large blue crystal; rather, it appears to actually be a blue crystal wrapped like a handle and fixed to a blade. The blade is engraved with writing that, to her sense for these things, appears to be a prayer, meant to ward off danger during travels. There is no power left in that prayer, but there is an old magic still in the weapon.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;About five seconds later, her enemies burst from the water like beaching killer whales, fifteen feet of monstrous being erupting from three inches of soupy water on both sides of her. Their giant curved swords are exactly as heavy as they would appear, and somehow still wickedly sharp despite their corrosion. Far from the sloth and stiffness of their legs, both enemies assault her with a hail of flexible combination strikes, quickly pulverizing her standing to nothing. There is, if nothing else, the instinct of fighting still left in those arms. And they're very, very strong.<br> <br><br />
<br />
:'''{{#var:7387|Kaito Kumon (7387)}} has posed:'''<br>"Thank you," says Kaito, once he's had a chance to get back up to his feet. "Being attacked by my own shadow..."<br><br>He glances at his actual shadow. "Or... something mimicking it, at least, was unpleasant."<br><br>He dusts himself off. "Let's take a moment to regroup. It's not likely that there's more dangers nearby, we would have heard or seen them by now."<br><br>He doesn't get a moment to regroup. With *impeccable* straight man timing, as soon as he's finished talking, the monsters start emerging. Kaito keeps a straight expression in the face of being instantly wrong.<br><br>&lt;J-IC-Scene&gt; Eryl Fairfax says, "Yes, so there's not enough time to waste on clearing them out. Just punch through."<br><br>This sounds like a good idea. Kaito does the short mid-episode version of his henshin to get his armor back, and then quickly grabs the bike lock from his belt and tosses it on the ground - it unfolds into his motorcycle, which he quickly gets on, gripping onto the throttle with one hand and wielding his lance in the other.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;The archetype of the knight astride his charger is not fully accurately represented here - the motorcycle instead of a steed and Baron's garish red-and-yellow armor and the lance looking like a peeled banana, all take something away from the gravitas, the visual impact... but the physical impact is every bit the same. The motorcycle's gunned, revved up to full throttle and then kicked into drive, ramming through the horde while Baron swings at anything that doesn't get out of the way of the charging cycle.<br> <br><br />
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:'''{{#var:562|Eryl Fairfax (562)}} has posed:'''<br>&nbsp;&nbsp;&nbsp;&nbsp;"Ma'am, I've had a lot of time to consider and reconsider my life, and my course has yet to change. Though, I'm only just over 100. Maybe things will be different at 1000." He looks out at the dreg heap again and shakes his head. "But even if it were, and even if I knew that for sure, one can only act in the moment. I'll not be rendered helpless by the spectre of the future."<br><br>&nbsp;&nbsp;&nbsp;&nbsp;And with that, Eryl descends, landing in the fallen cathedral and coming face to face with the shadow beings. As they congregate, Original Face analyses their movements. Absolutely no attempts at defence, only rushing forward to overwhelm. Is it a hive mind of some sort, throwing away these like one would a mere fingernail? Or... are they begging for death?<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Kaito conjures his bike and barrels forward, jousting with the amassed shadows to clear a path. Eryl runs after, picking off any of them that rise up and attempt to deseat the banana knight with quick, precise headshots. But at the same time, he points upwards and shoots at the rusted window frames above, precisely picking them apart to create a collapse. The debris can sit upon the thick pile of ash, and hopefully create a path for those who follow to run upon, rather than wading through the muck.<br> <br><br />
<br />
:'''{{#var:7371|Kukuru (7371)}} has posed:'''<br>"Whoa... You really do see stuff different. Hm... Wonder if I'll ever get to see like that one day." Kukuru comments, not being particularly clear whether she's actually trying to get another answer from the old hag or just musing aloud about her own future. She's content to just squat in place and stare out into the distance for a little bit longer, furrowing her brow as she tries to make sense of the lady's response to Zero. <br><br>Eventually, she gets back up onto her feet, looking down at the (relatively) tiny ring in her claw. "Are you sure? It's..." She goes quiet for a moment, then takes off a claw to slip that ring on the appropriately named ring finger. A moment later, and then she swaps it over to her index finger instead. "Thank you. I'll take good care of it, but that doesn't mean you're off the hook taking care of yourself, either."<br><br>She pats the lady's hand softly, then slips the claw back on. "I don't know how many marbles I've got left if I'm going down there, but... You know. It's easier to keep them where they belong with everyone else's to hold it all together." A smile and a wave is given, and then Kukuru disappears in a burst of dark magic.<br><br>Moments later, she reappears in a similar burst not far from where Eryl, Kaito, and Seft are dealing with that whole mess of strange creatures coming out of ash and debris. Granted, she winds on top of the cathedral rather than inside of it, but that's close enough for what she's looking for. Kukuru teleports again, this time right over that staff-wielding creature so she can get a hold of it and hurl it at the nearest wall in case it's preparing to throw some kind of terribly unpleasant magic around or something. She doesn't linger for long, though, as she starts leaping/claw-flinging herself from spot to spot, clearing a path where she can and teleporting to keep up with the group instead of actually walking.<br><br>Walking sucks.<br> <br><br />
<br />
:'''{{#var:672|Starbound Flotilla (672)}} has posed:'''<br>&nbsp;&nbsp;&nbsp;&nbsp;As the others establish their elevator, Seft works to give Kaito and Eryl results for their efforts. "<span style="color:#00afff">Panicked. Give me a path, sir knight! Gotta outrun the shadows here, I think!</span>" The enduring onslaught stresses her out rather a great deal, but Eryl Fairfax has her back. She leaps onto a chunk of the new debris-bridge, bringing out her heavy scanners! They can't just stay here, they have to punch a path out and then find somewhere safe...<br><br>&nbsp;&nbsp;&nbsp;&nbsp;But where could be safe? She struggles to try to remember, and thinks back... <span class="bold_fg_x bg_n ++ hx">Within the chapel, a mound of bleached and dusty bones is heaped together and speared through with a twisted iron sword, not unlike a fire tending rod, cold and inert.</span><br><br>&nbsp;&nbsp;&nbsp;&nbsp;This is as far from the fire that sustains the world as they can get, but still, something associated with fire marked the boundary between safety and peril. Maybe it'll mark more? She tunes her scanner. Search for heavy chunks of plain iron and bone-associated deposits -- or perhaps even just the layout of the area and any detected sciency energies will be enough. If the others can punch a path out, can Seft guide them with more data in the tactical network?<br> <br><br />
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:'''{{#var:7389|Hiromi (7389)}} has posed:'''<br>&nbsp;&nbsp;&nbsp;&nbsp;Sterile though it may be, dry as bones and dust, a fall to earth below isn't something that can harm Hiromi. Rather, she greets it like a home to which she's returned, and it gives way to slow the fall below her. She does nothing with the dagger or remains, at first, but leaves them in the oddly shaped crater she's left as she leaps up out of it, and waits for her opponents. She'd felt that hard resistance, and known they would turn to chase her. The bundled cloak, with its buckles and ash, are swallowed up as the hole disappears, now safely buried.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;For a moment, she's disappointed, as nothing rises again from the water. Was it that deep? Did something within it silently take her quarry? If so, she'll have a new target -- but no sooner does she think this, holding herself still and ready to pounce, than the water erupts in a sudden pincer attack.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Despite facing the wrong way, she still springs forward, dodging under the blows and taking distance. She almost makes it, but that surprising speed catches her, and one curved greatsword catches her trailing leg. It's a worthy blow, bypassing her most basic defense, and crushes her ankle to a useless mess, while turning her leap into a slam into the ground, facefirst.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Good.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;As one hand strikes barren earth, it shoots upward beneath her, tossing her into the air before settling again, blades crashing beneath her. Throughout, she's kept one hand on her halberd, and now comes down spinning, eyes wide and teeth bared, putting her back and her strength into what becomes a two-handed, downward swing aimed through where the head of one dead-knight-thing should have been. Lightning arcs from the point of impact.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;She hits the ground with her good foot first, then the butt of her halberd, standing it in the ground as she brings both hands together to catch the second blade, driving her standing through the dirt, and toppling her when her crushed foot fails to keep her stable. But the strike was ruined, and as she bends over backward beneath the next blow, when next she springs to her feet, both are full and whole.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;The earth carries the divine lightning weapon back into her hands, and she spins to block with the haft, then drive forward, not allowing the space to aim a full swing into her, and fairly ruining the ground all over again as she uses it to push into a titanically forceful shove back into the water. Leaving her own back open in the process, she takes each blow from her second opponent to her back and legs, but though blood flows, it's like whittling a mountain, and just as visibly impressed with the effort.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;A push turns immediately into a spinning strike, shaft held close to her body, bladed head striking in from the side, then driven in further as she aims a kick just below it, pounding it like a stake to break through the stone-like hardness of her enemy, embedding fully before grasping the weapon with both hands and, though it should be impossible if she's not secretly actually a mountain's mass, she spins and lifts, ignores the objections of Newton, and keeps her feet while slamming one impaled enemy into the other, hard enough to ensure that she either breaks at least one of them, or breaks her weapon free. Free to bring it down into each neck, again and again.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Only after she's she's fully done with both of them, and tried striking the water a few times, will she go back and retrieve the dagger, leaving the pilgrim's remains buried where they are.<br> <br><br />
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:'''{{#var:70|Priscilla (70)}} has posed:'''<br>&nbsp;&nbsp;&nbsp;&nbsp;The Gilgamesh of the future that possesses 'the dark soul' is something that the Gilgamesh of the present sees for what it is immediately; an abberation, a what-if, a possibility that exists in the chaotic foam of the unformed future.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;This Gilgamesh, he sees standing in a wasteland that brings even this current one to shame. A desolate stretch of shapeless dust that spans every horizon. A harsh, dull orange sun blazes through clouds of smog, rendering everything around him the colour of rust and embers. This Gilgamesh stands on a tiny island of flagstone and crumbling pillars, in a ring of empty thrones of eroded stone. He is surrounded by corpses in faded red robes. Gore drips from his mouth and down his chest like an animal. His skin is mottled grey, and seems to move. Far behind him, in the desolate distance, the citadel of Anor Londo exists all alone in an ocean of ash. Before him, a knight, of no name that comes to him, faceless and clad in a ragged blue surcoat, readies a battered shield on one arm, and holds a silver-black scythe in the other hand. Thunder rumbles in the distance, and the sooty clouds crackle red with forks of lightning.<br> <br><br />
<br />
:'''{{#var:1099|Gilgamesh (1099)}} has posed:'''<br>&nbsp;&nbsp;&nbsp;&nbsp; An anomaly that should exist, but something to follow. Something informational. Something to learn besides the rambling old woman. <br><br>&nbsp;&nbsp;&nbsp;&nbsp; The burned husk of Anor Londo. The knight with the scythe. The crumbing pillars, the ring of thrones. The dull and dying orange. The crackling red sky. His own grey, mottled(?) skin. <br><br>&nbsp;&nbsp;&nbsp;&nbsp; The King of Heroes turns away from the old woman and snaps his fingers. A flying disc appears over the gap leading downwards. One hand in his pocket, the other hanging loose as he contemplates what he had seen, Gilgamesh descends into the deep and infuriating hellhole that was the end of all civilizations. <br><br>&nbsp;&nbsp;&nbsp;&nbsp; Seeing himself at the end of even that was almost pleasant, in a twisted, destructive sense. It pleased him to know that the old woman was wrong - that there was a deeper nothingness than this, a deeper brokenness than this. <br><br>&nbsp;&nbsp;&nbsp;&nbsp; But, of course, it was not a pleasure he was willing to pursue. A thing he saw, not a thing to experience. Novel, but not worth its cost. <br><br>&nbsp;&nbsp;&nbsp;&nbsp; As if unwilling to touch the ground of this place Gilgamesh simply hangs there in the air. The golden ripples open around him. Here at the end of all civilization, the first of civilization's heroes stands, untouched by the wretched earth, still contemplating what he had seen as the Gate opens to prepare for incoming conflict. <br><br>&nbsp;&nbsp;&nbsp;&nbsp; He moves to join everyone else. The Gate of Babylon does little more than launch a storm of golden swords and spears and all manner of wonders of the highest quality, flinging themselves everywhere, without regard for structural collateral.<br> <br><br />
<br />
:'''{{#var:70|Priscilla (70)}} has posed:'''<br>&nbsp;&nbsp;&nbsp;&nbsp;Kaito burns rubber through the mob without much resistance, but certainly with much danger. Splattering one or two horrors under his tires creates a long slick of pressurized non-water that threatens to topple his control of the bike and send him crashing into a wall, unless he can maintain absolute focus and save his ride from a doom spiral. The standing ones hurl themselves at the front wheel too, eagerly being struck by the vehicle even as they try to crawl over the windshield and cut him open, possibly even after being torn in half.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Beyond them, his exit of choice leads to an impromptu staircase of giants, where a cluster of once-magnificent steeples has toppled over and cracked into roughly rectangular pieces, forming a long road to a foggy shore with green-grey water, where Hiromi is visually (though in no sense practically) stranded. Partway, the path diverges into a chamber with a faded red carpet and a forest of tarnished candles, with a grave altar suitable for a prince, and a small heap of armoured figures kneeling or slumped. The other way, it goes towards an enormous, cylindrical mill building of some kind, half-submerged in the muck. Its blades are far, far too large to be for grinding grain. Beyond it, and the water, what look like titanic tree roots crest the skyline, gnarled and bare.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Eryl shooting his way through the crowd has to carefully manage the overlapping reload times of all of his weapons at once to keep the horde at bay, forced to prioritize the runners before the crawlers, but doing so continuously just allows the latter to get closer and try to drag him through the floor and into a place he certainly wouldn't ever return from. The cathedral is already in terrible disrepair, so causing a collapse isn't too difficult; it crushes a number of horrors too, but soon they begin oozing out of the cracks all over again after only a short delay. He can't tell whether there is simply no end of them, or if they're coming back to life, at this point. It also breaks the ceiling, exposing the cathedral to the leaden sky, and without the shadows fostered by the gothic vault, the monsters stop appearing from the ceiling, at least.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Seft's mineral scan does better than just locate iron; it finds another, *identical* coiled sword-thing as the chapel far above, discarded in a dark corner beneath a heap of rubble. However, the only *bones* are on Hiromi, below her; in fact, the exact same kind of bone ash. Hacking and slashing her way out, she could make it there at full tilt, but it seems these monsters aren't stuck in that cathedral particularly. As she, Kaito, and Eryl escape, they merely begin bubbling up out of the ground along their path, reaching out to try and trip them up and pick them off.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;One even appears right in their way. It'd be a trivial obstacle, all by itself, but rather than charging, its moaning rises to a terrible, ear-rending screech, and its body explodes, tearing itself inside out completely. Where its withered, sodden 'flesh' breaks apart, a volume of starry abyssal water many times the size of its entire body escapes all at once, forming the vague shape of a head, shoulders, and long arms with huge clawed fingers, everything below the chest trailing away into nothing. Ugly, lopsided pulses of alien blue create mismatched 'eyes' in its head. A tremendous roar precedes the apparition barreling at the group at full speed, heavy enough to knock them over, but too 'liquid' to grasp, surging over and around and through them before smashing to pieces on the wall beyond. Just like the murky coating on those blades, it burns to the touch, but also contains its very own crushing pressure and deadening cold.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Kukuru teleports in and yeets the bladed staff-holder. Shortly thereafter, the cathedral ceases producing new abominations. More are appearing where the Elites ahead are going, but they also stop *reappearing* when killed.<br> <br><br />
<br />
:'''{{#var:70|Priscilla (70)}} has posed:'''<br>&nbsp;&nbsp;&nbsp;&nbsp;Hiromi's weapon of choice is currently the highest grade of armament that the ancient smiths of Anor Londo were able to batch-produce. She finds it is exceptionally well-suited to the abuses of her strength. If anything, it even feels like the golden metal revels in it. It's fortunate, because her blunt strikes barely faze her enemies, even where they're sufficient to knock their entire bulk around, and cleaving slashes --even being completely impaled-- seems to do just as little as well, not ineffective so much as irrelevant to whatever makes the swollen and choked armour move. What matters most is when she thrusts the blade right through the empty neck, into that swirling void.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Despite the fact that she is striking a dark cloud, insubstantial and containing nothing, she feels a soft, faintly fleshy resistance to it, and having 'cut' something, the singularity sprays an immense, pressurized quantity of monochrome smoke from the impact point, blasting her with a deluge of oddly lukewarm mist. The 'creature' convulses as if electrocuted (well, it *is* being electrocuted too), and ceases fighting back, clearly identifying it as some kind of weak point. However, it's just as dangerous to strike there as well; the arterial spray from nowhere is lethal in of itself, as the white-tinged black smoke burns away at her.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;No, she can sense something particularly off. It hasn't harmed her flesh all that much, but being immersed causes her a great deal of pain and 'damage' all the same, on something like a spiritual level. It has something to do with her 'divinity'. She can feel it. It lingers for a long time, even after crushing the both of them.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;From her position, she can see the group coming down from the cathedral now (and their pursuit), as well as the mill half-sunk across the pond, and the grey roots climbing over it. She tests the water, and--<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Okay, everyone knows what the water is, right? It's always like this. Every single time. Every. Single. Time. It wouldn't kill *Hiromi* to wade through it, but it'd make her thoroughly sick.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Meanwhile, Gilgamesh is a cheaty golden bastard and hovers his way down. The hail of glimmering shot is enough to continuously wipe out the murky horde with trivial ease, so long as he continues to maintain it, however it makes being anywhere near the architecture terribly dangerous. Priscilla appears by his side as he reaches the lowest level. Landing amidst a group of shambling terrors, she swings her scythe once around through the whole rank, whereupon they-- wetly splatter all over the weapon, and soak it. It looks like there's no reaction. Mere cutting, from *that* weapon. It takes a few seconds to realize that their fluids seem to soak into it with a mind of their own, ignoring gravity and surface tension and running up its length to be absorbed..<br> <br><br />
<br />
:'''{{#var:1099|Gilgamesh (1099)}} has posed:'''<br>&nbsp;&nbsp;&nbsp;&nbsp; Priscilla shows up next to him, and he grins. It's like travelling with someone he can trust and love absolutely is enjoyable no matter the circumstances. <br><br>&nbsp;&nbsp;&nbsp;&nbsp; Then he notices the fluid soaking up the Lifehunt Scythe. <br><br>&nbsp;&nbsp;&nbsp;&nbsp; He purses his lips thoughtfully. "I've never known your weapon to fail," Gilgamesh says to her as they make their way forward, "Is something wrong?" <br><br>&nbsp;&nbsp;&nbsp;&nbsp; The underlying question is 'is something wrong with you? Are you alright?' Long ago she had told him that the Lifehunt was her, and for Christmas last year he had let her hold Ea, him. They were intimately connected to those weapons, those powers, those things - those things *were* them, in many ways literally. <br><br>&nbsp;&nbsp;&nbsp;&nbsp; So when he sees the Lifehunt Scythe fail, he can't help but be concerned. He even floats downwards enough to reach out and put his hand on her arm, giving it a reassuring, 'I'm here if you need me' squeeze. <br><br>&nbsp;&nbsp;&nbsp;&nbsp; He also makes his attacks much more *precise* now that she's around. When something stumbles upon them it's only one blade that shoots out, or one spear, or one hammer - precisely-aimed for the head or the center of mass or whatever he might be able to find - but enough that he's willing to hold back for her sake, if only so he doesn't collapse the place down around them both.<br> <br><br />
<br />
:'''{{#var:7387|Kaito Kumon (7387)}} has posed:'''<br>Kaito strikes with his lance, trying to simultaneously keep the foes at bay while also carving an opening for the rest of the party to follow...<br><br>... Something has to give, though. He can't focus on fighting, charging, and defending all at the same time, though - so with gritted teeth, he takes a few hits, focusing on offense and movement instead of defending himself, part of which involves one particularly hairy moment when he has to make the Rose Attacker come to a full stop so that he doesn't hit a wall.<br><br>Once there's a lull in the fighting - he stops the bike for a second, and gathers himself together. He looks like he's not in a good way - no visible bloody wounds, as toku heroes don't do that unless it's for character development - but he looks like he's having some trouble holding together now.<br><br>He glances over at Kukuru for a moment, then away, not saying anything.<br> <br><br />
<br />
:'''{{#var:7389|Hiromi (7389)}} has posed:'''<br>&nbsp;&nbsp;&nbsp;&nbsp;Hiromi had already seen that pressurized reaction once, but as the first time hadn't touched her, she hadn't thought to be wary of it. Sheer luck carries her out of the way of the second, which means it's the third tearing strike that covers her in some odd, hazardous mist, as her reward for the simple thought of 'aiming for the head' of things that have no heads. After that, she's more careful, but what damage has been done isn't easily undone, her spirit not having the same rapid regenerative ability as her flesh and blood.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Her enemies slain, her blood flowing, Hiromi now gives the dagger a somewhat more careful examination. Its power is gone, but her power might substitute, as it does for many. She spreads her own, fresh blood over it, dipping it in power without yet choosing what form her blessing will take, that its own nature might be revealed by some natural inclination. If there is none, it will still serve someone as a protective charm, should she find it a new bearer.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;There's no safe water to use to wash off that burning feeling from the dark mist, and so, as soon as she has a moment, Hiromi drops to the bare earth, halberd falling from her hands, suddenly in the form of a four-legged wolf, and rolls around for a dirt bath. It doesn't really help, but doing that, and shaking off again, causing her own cloud of dust, still makes her feel better.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;She picks up the halberd again with her teeth, growing in that moment to the considerable size, not unlike the golems she'd fought, needed to effectively swing it, and then looks around until she spots, off in the distance, Kaito. That orients her on where the rest of the group presently is, and in turning around, she realizes that there isn't much reason to be where she is, outside of the convenient presence of earth.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;In one direction, a mill. Beyond it, water, and beyond that, tree roots. Those interest her, but can wait. In another direction, a princely grave. In another, the place from which Priscilla and her party have just left. That can be scratched from the list, then.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Bringing up the earth to appear below her feet, pushing aside the 'shallow' water in the process, Hiromi runs on all fours towards the mill. Perhaps there will be some path toward the tree roots, after all. And yet, somehow, she doesn't expect that anything is truly growing, here. For it to be a massive corpse, a ruin, would be in keeping with all else she sees here.<br> <br><br />
<br />
:'''{{#var:562|Eryl Fairfax (562)}} has posed:'''<br>&nbsp;&nbsp;&nbsp;&nbsp;The nonstop onslaught of shadow beings demands Eryl's full attention. The high-skill fast reloads are on full display here, as are the overpenetrating shots to maximize economy. And this is all well and good against these semifluid entities, especially when his debris path begins to crush them and allowing surer footholds. But one screaming and exploding into a purely fluid, vaguely 'human' shade that rushes them is...<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Eryl holds fast regardless, kneeling and sinking his fingers into loose stone to lift it up, a hopeless dam against the onslaught as the figure likely rushes through it. The burning cold and crushes depths ice his metal limbs and render his flesh torso raw, but he holds fast until it passes through.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Once Kukuru eliminates the one calling the figures forward, they have options. Eryl opts against the disgusting swamp, and instead investigates the forest of candles and the armored kneeling figures. The old woman mentioned a 'tincan.' Perhaps they wound up here? Should those knights still be alive, he greets them with a quiet bow of the head. All the while scanning the alter for information. Who or what is this for? Worship of a god, or mourning of the dead?<br> <br><br />
<br />
:'''{{#var:7371|Kukuru (7371)}} has posed:'''<br>From Kukuru's perspective, things are looking up even as the group continues to get harassed and slowed down by those abominations that just keep popping out of nowhere. Things not reappearing means there's a hypothetical limit to how many things they need to destroy, so that means she can finally relax a little bit and do her main job here: Actually being a healer.<br><br>Kukuru darts from person to person rapidly (on foot, even) to check them out for injuries from having to deal with so many foul things in a row along with signs of illness from contact with that funky water in the distance. The bulk of her efforts are focused on healing, although purging poisons and shadow-thing-inflicted fatigue aren't beyond her thanks to the power of whatever nanites are! It's a good thing she doesn't actually have to know how any of it works to make it work. <br><br>Kaito getting banged up and facetanking so many of those hits means he'll get not only a hearty burst of healing, but a mild scolding look. She'll even hoist him (and his bike) upwards to give him a breather if needed, and then she starts clawing her way past some more of the lingering creatures (or corpses, because she's not paying too much attention) to make sure Eryl and Seft get a healthy dose of that good stuff. She can't let the investigators get distracted by things like injuries, after all! <br><br>Knowing Hiromi's tendencies in the vaguest sense, she waits until the Archwolf isn't in the middle of rending the earth or creatures alike before teleporting in her running path towards the mill. She pops off a burst of those healing nanites in passing, then teleports right on back to catch up with the post-Cathedral crew.<br><br>Priscilla, of course, gets treatment as well that veers on favoritism at least partially based on paychecks. Gilgamesh's question draws some concern from the clawed woman, and After that, she loiters nearby the pair while trying to get a better read on what it is that's ailing the First of the Concord (if there's even anything ailing her at all that she can fix).<br> <br><br />
<br />
:'''{{#var:672|Starbound Flotilla (672)}} has posed:'''<br>&nbsp;&nbsp;&nbsp;&nbsp;SNATCH. Seft grabs that twisted, coiled blade. Her eyes flash back and forth, trying to find somewhere to put it to good use. Perhaps a fire would drive these beings back? But then, as if specifically to tell her that's a bad idea, that abyssal, watery beast emerges, drawing a wide-eyed fear. She grits digital teeth as it comes charging, then she slams the coiled thing into the ground tip-first, wraps a shield-bearing arm around it, and crouches behind the ad-hoc cover, screaming as it slams into her body and tears away layers of armor. Once it has slammed and dispersed, she struggles to catch her breath, regain her footing, and yank the coiled blade back into her grip, her chest heaving as air-exchangers struggle to cool her insides. Thankfully, Kukuru's healing works perfectly on a robot, because of the way the Cultivator technology emulates the effects of healing!<br><br><br>She puts away her heavy shield, shaking her head urgently. Come on on, come on! Focus! The enemies from the cathedral may be gone, but there's still plenty ahead, forming. She brings out a heavy battle-axe, and strikes up its elemental fires. Slamming the head of the axe on the blade coiled blade, the sparks turn into a raging inferno at the end of her hilt. She leaves the colder iron over one shoulder, and brandishes her battle-axe. If the coiled blades don't mark them, then where is the next island of safety...<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Maybe something with that mill? With the directionless omni-wind of this place, the only reason it wouldn't be turning is a lack of repair. Maybe its medieval architecture is within Seft's ability to repair? Maybe, in some way, it can provide some protection? She'll head for that, with the intent to restore it, or at least set up a campfire or something in there, something to hopefully keep some of that constant violence back and give the team a break. She'll follow Hiromi's earth-path!<br> <br><br />
<br />
:'''{{#var:70|Priscilla (70)}} has posed:'''<br>&nbsp;&nbsp;&nbsp;&nbsp;Kukuru's bold attempts to try and heal everyone in the middle of combat largely get the Lordran special; the moment she's properly focused on anyone's injuries in particular, something bubbles up from the ground to drag her away, falls from a piece of masonry to grapple her from above, or pops up from around a corner to strike her, making for an absolutely unbreathable amount of pressure until Gilgamesh engages in his primary specialty of inexhaustible wide-range suppressive fire.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Pushing aside yet another toxic swamp is fairly trivial for Hiromi, though. The process unearths many a withered and peat-bog-mummified corpse, strewn along the bottom like refuse, some tangled in each other's grasps, or having tripped over one another going by their downward facing. The mottled, unhealthily oily sheen of the water seems to partially separate when she pushes it through the dirt, crudely filtered. The poison itself is certainly external, and very much bright, putrid green. Her path towards the mill makes her sure of it; that the toxic pollutant leaks from the collapsed mill silo itself; not that it matters much at this point.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Seft following specifically in her wake briefly has a more exciting time. Despite the fact that the coiled sword she drags out from the debris appears to be nothing more than a humble rod of pitted cast iron, it briefly catches light as if it were soaked in gasoline when she sets the flame to it, reaching a smouldering hot glow in an instant and casting swirling embers from nowhere every direction she points it. It doesn't last very long however, requiring several applications to keep it hot for more than thirty seconds at a time, at best. Merely touching the horrors with the tip is enough to send them into paroxysms of shrieking agony, clawing and thrashing at their own burning bodies before they melt into inky black soup.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Hiromi's trail brings Seft right to the crater in which she'd left those remains. The heap of bone ash there crackles and glows when she comes close, resonating feebly with the blazing brand in her hand, as if it longs to reach out and touch it. Planting the coiled iron into the ash causes the thoroughly spent and inert bone-stuff to almost knock her over with a rippling wave of heat and the thrashing roar of crackling flames. Though it should very much have nothing combustible left to burn, a small, eerily slow-moving fire sprouts from the meagre pile anyways, its crackling underlaid by eerie tinkling and echoes. *That* fire, the murky horrors won't approach at all. Her choice is very much whether to plant it on the spot, and block the cathedral, or whether to scoop up the cloak and take it all the way to the mill, which would provide a more advanced safe spot.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Priscilla is briefly too focused on clearing out the horde, especially where Kaito stops to take a break. Her scythe is, as ever, a perfect weapon for cutting through whole ranks at a time, like terrible weeds, but during a short breather, she does stop to examine the way the starry ink-water soaks into the texture of its blade like sand. Cutting down one more trio of enemies, she uses a dragging draw-cut to do it, and verifies the way it 'absorbs' them the moment it makes contact. "No, I assure thee I am well enough." Priscilla replies to Gilgamesh. "At least, as well as can be. Perhaps this shouldst sayeth more of the nature of our foes. Come, let us be much further than here. If the old woman is to be believed, there art far graver perils ahead still."<br> <br><br />
<br />
:'''{{#var:70|Priscilla (70)}} has posed:'''<br>&nbsp;&nbsp;&nbsp;&nbsp;Eryl diverging from the main route briefly wins him some respite from the onslaught, though he'll need to find his own way back later. Unfortunately, the suits of armour here are but empty shells, filled with meager lumps of charred bone fragments and ash. One is slumped over the flagpole of a royal red banner that Eryl has no record of whatsoever, still holding it upright with all of its joints rusted in place. The 'altar' certainly looks more like a sort of coffin, up close, odd as it would be for one to exist inside a probably once-royal chamber like this at all. Laid on top of it is a thick and dusty tome, with yellowed pages edged in gold leaf. It takes him but a second to realize that it doesn't lack a title, but rather the entire book is written in braille.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;The particular odd treasure Hiromi had taken with her responds to her power instantaneously. The inscriptions regain a bright, aquamarine glow from within, and a long blade of glittering energy springs from the seemingly useless length of too-thin steel. Eddies of magical current swirl around her while it blazes, protective in some arcane nature.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Her onward charge, though, brings her to the mill itself, and Seft not far behind. On dry ground, Seft can immediately ascertain that the wind here would be simply insufficient for turning it, even were it fully straight and level, because the axle is a massive affair that seems to be connected to huge lengths of coiled chains, supporting what look like iron-shod loading lifts, fit to haul something heavy out of the ground. The interior is a maze of broken stairs, bridges that lead nowhere, and the odd very obvious pressure plate that may still be active. It seems to be sheltered and empty, though it is awash in virulent poison, mostly submerged and leaving little space to actually stand.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Over the top of it, there is a high, winding, rocky ridge, exposed between two portions of chaotic ruins. Up here, Hiromi first sees that the miserable swamp continues ahead, under a huge earthen archway above, which supports the remains of an exotic, tiered pagoda, and she can see the movement of small scurrying things all around it. Dingy wooden shacks and the hollowed out husks of cottages dot the region, until the bulk of what turns out to be but one singular tree of utterly monolithic size obscures the way entirely. It seems to have, at some point in ancient history, fallen on its side, shattered in half, and its exposed insides have hollowed out, though the main trunk is still far below, and what she sees now are miles and miles of twisting roots, large enough to run across even at their narrowest tips.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;The whole area beyond . . . glitters, strangely though. It's hard to put a finger on it. The air sort of sparkles. Like a visualization of electric charge before a thunderstorm, maybe. That's the best natural comparison she can draw. There appear to be many shiny things in all the muck itself, half-buried or submerged, but it's difficult to tell what they are, or if they're even real.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;Closer, though, is another figure. One seated on a short ledge of rock, under the shadow of the arch, a good many miles from the old crone above, blocked from view by now. A human, obviously, male by the sound of his voice, less than middle-aged, muttering to himself in soft and fairly confused tones. However, he is fully concealed in about thrice the amount of solid steel armour it is practical for a human being to actually wear, to the point even his helmet looks like a heavy metal tea kettle. An even more preposterously sized slab of a shield is set near his side, and across it, something like a leaf-bladed greatsword where the hilt was simply extended into the length of a full spear. He does not, however, appear to be hostile at all.<br> <br><br />
}}</div>Relianthttp://multiversemush.com/mw/index.php?title=Policy&diff=16585Policy2021-02-13T01:09:15Z<p>Reliant: </p>
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<div>===Disclaimer===<br />
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By connecting to this MUSH, you certify that you understand and agree to this Policy file, and the Rules Index in general.<br />
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# The various themes represented on this MUSH are property of their respective creators and rightsholders. This MUSH is a work of fans and writers expressing love and enjoyment, and is not for-profit.<br />
# You certify you are at or above the age of 16, and understand that the MUSH's content may range in scope from PG-13 to R. It is the sole responsibility of the player to curate their own experience.<br />
# TinySex (TS) is MUSHer terminology for cybersex. We don't want to know about it going on or have it in our log system. TS involving minors is a crime, including of-age players playing underage characters. Don't put yourself at issue by making your TS our problem - egregious cases can and will result in penalties up to removal from the game.<br />
# All conduct, postings, mail and other communications are the responsibility of the person who put them out, and not the MUSH as a whole. MCM does not accept liability or responsibility for the actions of its members.<br />
# You must ask permission from the admin before posting any ads.<br />
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===Core Policy===<br />
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# The MUSH isn't a democracy. If you have a problem with policy or a staff decision, send us a +request, @mail, or directly contact a staffer you trust. Rules lawyering is itself a rules violation.<br />
# Don't bring harm to the MUSH or its players. Treat others how you'd like to be treated. Don't harass people; if they tell you to leave them alone, do it.<br />
# Private disciplinary action or inquiry should not be made public. Don't try to erase, downplay, or otherwise run social damage control on disciplinary action. This puts us (staff) in the awkward position of either letting you lie or airing things out messily.<br />
# We don't have a grandfather clause. All players must comply with policy updates within prescribed sunset periods.<br />
# Don't attempt to compromise the server or MUSH's security, or through the MUSH the security of other sites.<br />
# Don't engage in illegal activities (ex: piracy) on the MUSH.<br />
# By applying for original characters and settings, you agree that MCM retains the rights to use these characters and settings if you leave the MUSH. Basically, you can't take your stuff, demand all past RP be retconned and logs wiped, etc. We don't own your characters or settings.<br />
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===Staff & Staff Interaction Policy===<br />
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"Staff" refers to the Moderator / GameMasters who run Multiverse Crisis MUSH. We review applications, assign FacHeads, and generally administrate the game. If the MUSH is a gaming table, Staffers are your GMs, and the HeadWiz runs the building you're playing in.<br />
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# Staff will probably make a call that is personally bad for you, but good for the game eventually. Them's the breaks. If you have a problem with a decision we make, +request, e-mail, or directly contacting us (within reason) are all ways to inquire about it. Just understand that we have limited time just like you, and sometimes we're going to make decisions we won't accept appeals on.<br />
# Don't argue with Staff in public. Adjacent to that, don't challenge Staff telling you something with, 'I don't see that anywhere.' Players have almost always overlooked what they're denying the existence of, and the entire tone of the exchange takes on an adversarial slant that leaves a sour taste in everyone's mouths. It also basically never gets you out of having to adhere to whatever was pointed out.<br />
# Staff is not unbiased, and isn't required to be. If you routinely act like a jerk, you'll probably be treated as hostile.<br />
# Staff may not log every chat with every player, but actions taken (such as a page to tell you to stop doing something) are usually communicated to the rest of Staff. If you feel a Staffer is being threatening or shady under-the-table, contact another staffer immediately to verify it's above-board.<br />
# Staffers are human. Sometimes they'll lose their temper, make a bad call, etc. It happens. Try not to hold it against them when it does, and again, talk with us.<br />
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===Rating & Acceptable Content===<br />
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MCM is a PG-13 to R-rated MUSH. <br />
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# Violence: Acceptable and common, up to what you'd see in a soft R-rated movie. Don't subject people to hard R-rating violence without disclaimer or their consent.<br />
# Sexuality: You may encounter limited sexual situations. TS (per Disclaimer) is not allowed in public or in logged scenes. Don't be a sex pest. Don't expose the MUSH at large (ex: through the IC radio channels) who cannot reasonably give consent to strong displays of sexuality.<br />
# NC-18: You must be 18+ to use this channel. If you wouldn't want the FBI finding it on your computer, don't bring it here.<br />
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===Channel Policy===<br />
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# You are entitled to Staff-Help, or if you're a Guest, Guest channel. All other channels are privileges. Guest is the face of the MUSH and has the highest conduct standards; it is very easy for a player to be removed from it.<br />
# '''Political discussion isn't welcome on the MUSH'''. Players shouldn't play referee to what is and is not political discussion; Staff will adjudicate, where appropriate.<br />
# 6-Health is a containment channel for potentially gross health problems. Keep all relevant topics strictly here.<br />
# Chantitles should be short, not contain the @name of other characters, shouldn't look like STAFF or FACHEAD channel tags. Special length allowances are made on H-OtherGames for friend codes.<br />
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===Spoiler Policy===<br />
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This covers Multiverse Crisis MUSH's spoiler policies: When you can apply for something once it has been released, and when you can talk about something off of our '''Spoiler''' channel. Until something has passed its spoiler period, we will not accept applications for it, and all discussion of it should be limited to the spoiler channel.<br />
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{|class="wikitable"<br />
|-<br />
| '''Media Type'''<br />
| '''Spoiler Period'''<br />
| '''Notes'''<br />
|-<br />
| Instant Consumption Media<br />
| Variable.<br />
| Covers web comics/animations. Default is 2 weeks on spoiler channel, 1 day for appability.<br />
|-<br />
| Quick Consumption Media<br />
| 2 weeks after U.S. Release.<br />
| Covers comic books, movies, etc.<br />
|-<br />
| Long Consumption Media<br />
| 30 days after U.S. Release.<br />
| Covers books, video games, anything not specifically covered elsewhere.<br />
|-<br />
| Oct. 1st-Dec. 25th Releases<br />
| Appropriate period of time after Dec. 25th<br />
| Some other major releases may be placed here as well. This is mostly to prevent people's holiday gifts from being spoiled.<br />
|}<br />
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====Spoiler Policy Notes====<br />
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# Spoiler periods may be adjusted by Staff for special circumstances. This may occur at request of players, usually received by +feedback, but may also occur on our own initiative.<br />
# Media that does not receive a U.S. release is treated on a case-by-case basis, but will usually have spoiler periods based on the release of an unofficial english translation. If in doubt, +request/feedback.<br />
# Anything released between October 1st and December 25th is considered to be released on December 25th for the purposes of discussion and applicability, with the exception of Instant Consumption Media. This is because things released in this time period often become relegated to Christmas presents.<br />
# '''(TEMPORARY)''' A spoiler period adjustment is in effect for '''Game of Thrones'''. Since we do not allow its application on the MUSH anyway, and most people who are familiar with it of late are being exposed through the TV show, spoiler periods will be based on the TV show until it is caught up with the books. The spoiler periods for '''The Winds of Winter''', and '''A Dream of Spring''' will be based on the release of the relevant books.<br />
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[[Category:News File]]</div>Relianthttp://multiversemush.com/mw/index.php?title=Power_Copy&diff=16582Power Copy2021-02-11T07:50:01Z<p>Reliant: </p>
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<div>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.<br />
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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.<br><br />
2) What Can I Not Share/Copy?<br />
::'''Contracts''' - Quantum Solution, Resurrection, Power Copy & Share Powers The Advantage, and Split Actions<br />
::'''Share Powers & Power Copy''' - Immortality, Intrusion or Control Immunity, NPCs, Quantum Solution, Resurrection, Power Copy & Share Powers The Advantage, and Split Actions <br />
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.<br><br />
4) Neither Power Copy or Contract can be put into force "off-screen."<br><br />
5) No PC may be held to more than one Contract at a time, unless a second Contract is purely punitive.<br><br />
6) Sharing & Contracting Power Copy<br><br />
::'''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.<br />
::'''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.<br />
::''''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.<br />
::'''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.<br />
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.<br />
==Power Copy - Derivative==<br />
Derivative Power Copy is a limited-scope ability to steal an attack or similar limited-scope "something" 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.<br />
<br />
Note that this is not the same as four ''USES''.<br />
<br />
==Power Copy - Mirror== <br />
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 "what you get". 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. <br />
<br />
Note that this is not the same as three ''USES''.<br />
<br />
==Contracts==<br />
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) *2''' targets. This models Faustian bargains, boons and curses, magical geases, and simple commitments of aid. Contracts expire after '''3 months'''.<br />
<br />
To be clear, the cap is ```per recipient```. Someone with Contracts*** can, for example, offer 6 different people 9 pips worth of advantages for a grand total of 54 between them.<br />
<br />
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.<br />
<br />
Time-based expiration does not apply to NPCs, and there is no limit on the number of NPCs with which you may establish bargains.<br />
<br />
Contracted Advantages are '''not subject to the consent of the beneficiary'''. They may be withdrawn by the benefactor at any time.<br />
<br />
<br />
----<br />
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[[Category:News]]</div>Relianthttp://multiversemush.com/mw/index.php?title=Advantages&diff=16581Advantages2021-02-07T05:43:26Z<p>Reliant: </p>
<hr />
<div>__toc__<br />
<br />
=What Advantages Are=<br />
<br />
The Advantages system here is how MCM represents the nearly infinite number of potential powers, assets, abilities, and skills that characters can bring to a game like ours. Rather than require that players write up a pitch for all the things they want and ask staff "please", or detailing out an incredibly crunchy mechanical system instead, MCM concerns itself with two things:<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
Using the framework below, a player maps out the major things that the character can do, in the sense of "stunts", "special actions", "contextual buttons", etc. irrespective of the means by which the character accomplishes them. As long as those check out with the system, the details, description, and flavor they want are all basically free.<br />
<br />
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.<br />
<br />
==Advantage Structure==<br />
<br />
The central resource and metric of the Advantage system is a character to character value called Pips (●s). Each character has a total number of Pips to divide up amongst all of their Advantages, which determines how many they have, and how potent each of them is. Pips don't strictly represent "Advantage power", but rather indicate where the character's focus is, which Advantages are most important, and how much narrative impact they have. That is to say, a titanic dragon character who easily can throw boulders around, but only invested one Pip into their super strength, has less scene-solving, strength-related clout than a Captain America who put in three, and they would be a narrative underdog in a test of raw strength between the two, through whatever clever or heroic lens the latter devises. To help get the idea of how many Pips buys what, the rough guideline is:<br />
<br />
●: 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.<br />
<br />
''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.''<br />
<br />
●●: 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.<br />
<br />
''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.''<br />
<br />
●●●: 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.<br />
<br />
''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.''<br />
<br />
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.<br />
<br />
''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.''<br />
<br />
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.<br />
<br />
''Note: In as far as MCM tracks any kind of mechanical Advantage resolution, hard policy is that '''all problems within the scope of a scene are three Pip-resolvable at most'''. Advantages past three Pips are '''always "extra"'''; the only new functionality they enable is self-starting, out of scope ideas.''<br />
<br />
''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.''<br />
<br />
<br />
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.<br />
<br />
A character cannot have more than '''6''' ● Advantages, more than '''6''' Incidental Advantages, less than '''3''' or more than '''8''' ●●●+ Advantages.<br />
<br />
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.<br />
<br />
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 ●●●.<br />
<br />
In addition to its Pip rating, all Advantages are given descriptive text, referred to as trappings. The trappings of an Advantage are basically the free space in which a player describes the traits/powers/items/skills/assets/etc. that the Advantage comes from, and gets to talk about what the Advantage looks like and how it works. There are a few rules that must be followed when writing Advantage trappings <link to the section>, but otherwise, the player can write whatever they like.<br />
<br />
==Applying for Advantages==<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
Trappings should also keep in mind language appropriate to the Advantage's level. Describing being a "Peerless master swordsman, unmatched by any man" on a ● Advantage is self-evidently dumb.<br />
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''.<br />
<br />
An Advantage marked '''Protected''' is an Advantage that guarantees a certain amount of extra player leeway on the receiving end, due to being recognized as having the potential to be highly dictatorial, invasive, or un-fun when given the fullest possible weight of our "something happens is better than nothing happens" policy. When Protected-marked Advantages are used on a PC, that player is never obligated to provide anything more than "something to work with", if appropriate, as a result; pressuring a player to accept all intended consequences of the Advantage can be considered abuse.<br />
<br />
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.<br />
<br />
=Advantage Formatting=<br />
<br />
A complete Advantage grouping looks like:<br />
<br />
Black Magic:<br />
<br />
Black Mage is a career expert in wielding destructive and debilitating magic, using elemental attacks and status to destroy his foes.<br />
<br />
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.<br />
<br />
Debilitation**: In addition to damage, Black Mage can use the elements to weaken and hinder foes, such as lingering burns with fire, slowing cold auras with ice, brief stuns with lightning, etc.<br />
<br />
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.<br />
<br />
'''''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.<br />
<br />
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''.<br />
<br />
==Minimum Expectation==<br />
<br />
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.<br />
<br />
==Non-Advantages==<br />
<br />
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.<br />
<br />
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.<br />
<br />
==Redundant Advantages==<br />
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.<br />
<br />
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.<br />
<br />
=Advantages A-K=<br />
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'''Advantages A-K'''<br />
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{| class="LogTable"<br />
|- class="LogRow"<br />
! class=HeaderCell | Designation<br />
! class=HeaderCell | Trappings<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Adaptation'''<br />
{{!}} class="LogCell" {{!}} The character is less affected by the hazards of hostile environments, such as hard vacuum, crushing pressure, lethal heat or cold, deadly radiation, etc. or specific exotic threats ambient to a locale, like Toukiden's Miasma, the Abyss of Dark Souls, or the Wyld from Exalted.<br><br />
'''Required:''' What kinds of environments the character can mitigate. This list should be comprehensive, and not implicit, wherever possible.<br><br />
'''Investment:''' A broader range of environments, and/or greater protective strength against them.<br><br />
Maximum ●●●<br><br />
'''Related:''' Adaptation confers protection, not capability. You still require '''Flight''' to fly through space, '''Mobility''' to burrow through desert sand, etc.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Analysis'''<br />
{{!}} class="LogCell" {{!}} The character can examine targets of their attention and gain useful information about them that wouldn't normally be discernible. High tech scanners, psychometry, and detection spells are obvious examples, but things like determining someone's recent activities by smell or instantly analyzing a robot with intuitive genius are also valid ones.<br><br />
'''Required:''' What targets are valid for Analysis (people, machines, landmarks, etc.) and what information they get from them (functions, elemental alignment, origins, weaknesses, etc.).<br><br />
'''Investment:''' Information of greater breadth, detail, and/or obscurity.<br><br />
'''Related:''' Analysis is a targeted examination of something. To pick up on cues inherent to the locale, see '''Extraordinary Senses'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Anti - Power Genre'''<br />
{{!}} class="LogCell" {{!}} The character can dampen, counter, nullify, or otherwise interfere with the use of some kind of power in their presence. Counterspells, disenchantment, teleportation shields, psionic suppression fields, etc. are common examples.<br><br />
'''Required:''' A well-defined "genre" of power that this Advantage applies to which is significantly more specific than universal catchalls like "magic" or "technology", and at least implicitly how another character would get around it (for instance, moving out of a suppression field).<br><br />
'''Protected:''' Always.<br><br />
'''Investment:''' Stronger interference.<br><br />
'''Related:''' This Advantage interferes with other actors using their powers, and does not personally protect the character from being affected. See '''Resistance''' for personal protection.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Arsenal - Melee/Ranged/Named'''<br />
{{!}} class="LogCell" {{!}} The character has one or more attacks, whether through weapons, magic, technology, natural abilities, or special techniques, that are specialized to them and likely unusually powerful or complex when compared to the arsenals of combat characters of their theme archetype. The character may have a short list of favored or iconic attacks, or even just one or two that are extra important, but the idea is that the character has some degree of special emphasis on a narrow selection of them. The character is presumed to be competent enough in using them to make them effective in combat, but mainly, these specific attacks are either extra powerful and damaging for an attack of their rating, or they possess some complex and dangerous form of delivery mechanism, damage type, special gimmick, etc. The narrower the range, the more powerful the individual attack sources can be, or the more elaborate the gimmick.<br><br />
'''Required:''' A clearly defined and limited selection of damage-dealing abilities. They should be described as inclusively as possible, instead of using implicit bounding. Many different sources of the same kind of attack, such as many different guns that all shoot the same homing trickshot smart bullets, are fine as long as the attack itself is defined. Arsenal - Named requires a category; Named is replaced with the name of the attack the player chooses.<br><br />
'''Credit:''' ● to an Arsenal - Melee if the character possesses at least ●● Arsenal - Ranged, or ● to Arsenal - Ranged if the character possesses at least ●● Arsenal - Melee.<br><br />
'''Investment:''' More powerful or more complex special attacks.<br><br />
<br />
'''Arsenal - Melee''' strictly contains attacks that are used in close range combat, with some extra leeway in how they're utilized as a close combat stunting ability.<br><br />
<br />
'''Arsenal - Ranged''' can contain attacks that work at long range, but are strictly damage delivery mechanisms and nothing else, however fancy or complex they are.<br><br />
<br />
'''Arsenal - Named''' may have only one major gimmick per Pip invested, and splitting it between gimmicks reduces each one's individual effectiveness.<br><br />
'''Related:''' Not every character that can fight will need Arsenal to represent it. The majority of characters lean on '''Combat Options''', which provides a very broad variety of many attacks for less Pips than Arsenal, though of less especial complexity, or '''Weapon Mastery''', which provides various manners of effective attacks and stunts that the chosen weapon or weapons could be used to pull off.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Bane - Target'''<br />
{{!}} class="LogCell" {{!}} The character is readily able to exploit the weaknesses, flaws, nature, or behaviors of a specific archetype of enemy. They might habitually carry specialist gear, such as silver bullets, garlic, cold iron, etc. or they might simply be an accomplished specialist at fighting a certain kind of foe, or in some cases, they might have some ability that reacts especially effectively with certain targets. A World of Darkness hunting urban supernatural evils with silver, fire, and True Faith is an example, as is Geralt of Riviera from the Witcher and his encyclopedia of tactics and poisons to use against monsters of folklore.<br><br />
'''Required:''' A clearly defined and coherent archetype of applicable enemy. There are examples further down the page.<br><br />
'''Credit:''' ● for no more than two Banes.<br><br />
'''Investment:''' More severe effects against the chosen enemy type, clearly in service of "fighting an enemy".<br><br />
Minimum ●<br><br />
'''Related:''' The trope kind of expertise that usually goes with the "monster hunter" archetype is easily represented with '''Analysis''' or '''Knowledge'''. A Bane doesn't give them special information about a target.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Buffs'''<br />
{{!}} class="LogCell" {{!}} The character possesses means to improve the the overall effectiveness of individuals or groups when engaged in certain tasks, whether through magic, science, psychic powers, supernatural leadership, etc. The targets (including the character) don't gain a specific new ability, but their efforts are enhanced directly, such as their combat efforts being enhanced by various attack and defense buffs, or their hacking efforts enhanced by a technopathic overclock, or magical efforts enhanced by the character serving as a magic battery or amplifier.<br><br />
'''Required:''' The specific arena(s) of effort the character can improve upon.<br><br />
'''Investment:''' More powerful buffs, and/or slightly broader applicable tasks.<br><br />
'''Related:''' The thing that fully gives other characters full Advantages is '''Share Powers'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Combat Options'''<br />
{{!}} class="LogCell" {{!}} The character possesses a variety of means with which to straightforwardly attack and deal damage, whether they be weapons, spells, natural abilities, psionic or elemental powers, etc. This Advantage can encompass very large numbers of different attacks and techniques at little cost, and is in fact intended to make it easy to buy up full lists of things like elemental blasts, firearms and explosives, etc. in one go, but its sole purpose is dealing damage. These attacks have no extra effects, and the maximum level of unique delivery or behavior they can come with is defined roughly at "a heat seeking missile" or "chain lightning". The character is presumed to be competent enough at using this Advantage to be an effective attacker.<br><br />
'''Required:''' A list of the types of attacks the character has access to, which need not be exhaustive, but must clearly indicate the limits of its thematic breadth and reach.<br><br />
'''Investment:''' A broader range of attack themes and types, and/or more powerful and impressive attacks.<br><br />
'''Related:''' Attacks with major gimmicks or heavy individual importance fall under '''Arsenal'''. Attacks that cause status effects will likely use or include '''Debilitation'''. Significant all-around skill with specific weapons or combat styles falls under '''Weapon Mastery'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Control Immunity'''<br />
{{!}} class="LogCell" {{!}} The character is immune to being subjected to mind-altering effects. This can be a result of incredible willpower, psychic insulation technology, etc. This advantage is distinct from Reading Immunity and Intrusion Immunity in that it prevents the user from being controlled or altered, but not mind reading as well. While MCM's policy still asks that this immunity not be outright disrespectful in nature, mind-altering effects are a Protected space, and so someone who has invested into this Advantage needs no further reason to block effects of the same tier or lower. In the case of hazards or NPCs, who by policy "do not have Advantages", a three Pip rating ensures blanket immunity, but a two Pip rating is still assumed to be a strong resilience to all mind control and equivalent effects.<br><br />
'''Required:''' N/A, though it's encouraged to provide what the theme of the immunity is.<br><br />
'''Investment:''' Immunity to higher tier effects, from both PC and NPC sources.<br><br />
Minimum ● Maximum ●●<br><br />
'''Credit:''' ●<br><br />
'''Related:''' If the character would possess both this Advantage and '''Reading Immunity''', '''Intrusion Immunity''' is intended to be the more efficient choice for a character that is going the extra mile in their investment.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Communication'''<br />
{{!}} class="LogCell" {{!}} The character can make themselves understood regardless of the entity they're speaking to, as long as it has the intelligence to process the concepts they are communicating. Likewise, the character can perfectly comprehend the closest thing to communication that their partner has. They may be able to apply this to written languages as well.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' This Advantage can only be purchased for ●<br><br />
'''Related:''' To intuit information that another entity isn't communicating, '''Mind Reading''' or '''Mental Intrusion''' is usually appropriate. Lifting information from things that don't communicate at all is usually doable with '''Hint'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Contract'''<br />
{{!}} class="LogCell" {{!}} The character can forge agreements with other entities that establish specific terms between them, by which violating them inflicts some sort of punishment, and/or succeeding provides some sort of reward Faustian bargains with devils, boons and curses granted by gods, or various magical geases, can fall here. The full workings of Contract are explained in [[Power Copy|this article]].<br><br />
'''Required:''' N/A<br><br />
'''Protected:''' Always.<br><br />
'''Investment:''' From ● to ●●●, increases number of possible Contracts and how many pips of Advantages are shared.<br>Minimum ●<br><br />
'''Related:''' The means by which a character can always give out as many benefits as they want, provided they are at the scene itself, is still '''Share Powers'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Conveniences'''<br />
{{!}} class="LogCell" {{!}} The character has access to one or more convenient gadgets or powers that make their life a little easier, defined as not being significantly more potent than "what a middle-class citizen of New York would carry on their person", such as having telepathic communication instead of a cellphone, or an eidetic memory for Google search-type trivia instead of a laptop.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' The Advantage can only be an Incidental Advantage. It's little more than a flavorful and occasionally very niche twist on Non-Advantages.<br><br />
'''Related:''' Having casual access to normal items of a significant grade of utility frequently entails '''Wealth''', or an associated '''Skill''' with which it'd be used, such as a '''Skill''' in medicine to have automatic access to professional medical equipment as a prerequisite.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Cure'''<br />
{{!}} class="LogCell" {{!}} The character can treat others to heal or dispel harmful abnormalities and afflictions. These afflictions may be physical, but also possibly mental or magical, like dispelling curses or curing madness. Curing someone doesn't treat the basic effects of "taking damage", beyond perhaps pain. Final Fantasy' Esuna spell and Pokemon's status clearing items are examples.<br><br />
'''Required:''' The scope of the variety of abnormalities and afflictions the character can cure. This may be a little open ended by necessity, but must be clearly limited.<br><br />
'''Investment:''' A greater breadth of curable maladies and/or greater efficacy in curing severe ones.<br><br />
'''Related:''' If you're looking to heal someone from the damage they've taken, '''Healing''' is it. If the character themself shrugs off status effects on their person, see '''Immunize'''.<br />
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{{!}} class="LogCell" {{!}} '''Debilitation'''<br />
{{!}} class="LogCell" {{!}} The character can inflict detrimental effects and adverse conditions on others to disrupt and hinder enemies. Video game-style debuffs, paralysis, freezing, etc. easily fall here as the most generic example, but things like pressure point strikes, riot control tools, various drugs and poisons, physic hallucinations, gravity or slow fields, or even tabletop spells like magically sticky floors, are solid examples of this Advantage, as a broad catchall.<br><br />
'''Required:''' The overall thematic of the debilitating effects the character inflicts, with clear bounding.<br><br />
'''Investment:''' Greater variety and/or potency of effects.<br><br />
'''Related:''' An effect that would take someone completely out of an interaction, like "realistic" paralysis, strictly falls under '''Incapacitation'''. For something that directly suppresses a specific kind of power, see '''Anti'''. Though generic "poison" or "burn" conditions can appear here, they tacitly acknowledge that they can't seriously injure someone on their own, and exist as a complication; '''Combat Options''' or '''Arsenal''' would deal real damage.<br />
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{{!}} class="LogCell" {{!}} '''Deconstruction'''<br />
{{!}} class="LogCell" {{!}} The character has some tool or ability that selectively and concisely removes an element somewhere in a scene. Whether it's a D&D Rust Monster disintegrating a metal item, a Starbound Matter Manipulator breaking down terrain into raw components, a micro black hole spaghettifying the surroundings, a Magic the Gathering-style extraplanar banishment, or an angry god turning someone into a pillar of salt, a target that "fails the save" is just not in the scene anymore. Unlike hitting something with enough damage to break it, it's fairly unlikely that the target is salvageable in any major way.<br><br />
'''Required:''' N/A<br><br />
'''Protected:''' Possessions of consequence belonging to PCs. Being used on another PC will result in a harmful attack, if appropriate.<br><br />
'''Investment:''' The ability to affect more important/protected targets; taking a unique, powerful, big deal magical artifact straight off the table isn't a ● Advantage.<br><br />
Minimum ● There's absolutely no point to an Incidental Deconstruction.<br><br />
'''Related:''' Any kind of damage-dealing Advantage, such as '''Combat Options''', '''Arsenal''', an appropriate '''Weapon Mastery''', or perhaps even a relevant '''Skill''' such as for demolitions, can break or destroy something in a standard way.<br />
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{{!}} class="LogCell" {{!}} '''Defensive Paradigm'''<br />
{{!}} class="LogCell" {{!}} The character has an unusual defensive ability or property that influences combat in a dynamic way. They might use precognition to defend against normally unavoidable attacks, reflect them back at other targets, cut through curses or brainwaves with a sword, share the pain of taking damage, negate the inertia of being hit, reverse time to retry a defense several ways, teleport through attacks, or any kind of specific, crazy gimmick that alters how a fight with them is fought.<br><br />
This Advantage doesn't make them passively harder to kill, like with armor or self-healing; it's a defensive stunt that is intended to be respected.<br><br />
'''Required:'''The nature of the defensive stunting, and in the case it can invalidate a very wide range of types of attack, a salient limitation; a character's defense button cannot work perfectly against everything until the player deems that it hasn't.<br><br />
'''Investment:''' An increased number of special defense mechanics up to the Pip rating of the Advantage, or a more extreme gimmick with greater reach and impact on a fight. An Incidental example works only on attacks that wouldn't be allowed to work anyways. An example any lower than ●●● cannot expect to work on "everything, unless".<br><br />
'''Related:''' There is a ton of overlap from a lot of different Advantages that could probably serve to fill the role of this one, depending on the example. '''Defensive Paradigm''' exists to bend the usual flow of combat a little in a cool and flavorful way, rather than have immense utility; someone with '''Teleportation''' who could already easily dodge the attack, is able to dodge by teleporting out of the way instead of ducking or diving, and someone with '''Speed''' and '''Weapon Mastery''' at a high level can parry bullets with a sword. Pick this one if the gimmick in question has a very narrow, strong, characterizing trick to it.<br />
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{{!}} class="LogCell" {{!}} '''Disguise'''<br />
{{!}} class="LogCell" {{!}} The character can adopt the appearance and form of someone or something else, whether via expert makeup and impersonation, magical shape changing, holographic camouflage, etc. They don't gain or lose any traits or abilities; they are disguised to avoid suspicion, gain access to things, places, information, etc.<br><br />
'''Required:''' Who or what the character can disguise themself as.<br><br />
'''Protected:''' Impersonating another PC.<br><br />
'''Investment:''' More convincing and comprehensive disguises. A simple "alter ego" is usually only an Incidental Disguise, like Clark Kent putting his glasses and collared shirt on.<br><br />
'''Related:''' Adopting an appearance meant to hide the character from even being see is certainly a type of '''Stealth''' rather than being "disguised" as a bush or something.<br />
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{{!}} class="LogCell" {{!}} '''Entry Methods'''<br />
{{!}} class="LogCell" {{!}} The character has extraordinary means obtaining entry to places they aren't supposed to go, by defeating or overcoming obstacles meant to keep them out and opening up a way in. Anyone can kick down a door or blow a hole in a wall; the character might instead pick locks, hack keypads, detect and dodge wires, fit through tiny spaces, precisely breach with controlled damage, or so on.<br><br />
'''Required:''' The general variety of security measures or obstacles, manmade or incidental, that the character can get past.<br><br />
Minimum ● If security is meaningful enough to require an Advantage, an Incidental Advantage won't do it.<br><br />
'''Investment:''' The ability to gain entry to harder to reach areas.<br><br />
'''Related:''' A character that simply goes right through walls would be looking for '''Intangibility''' instead. A character that gets into places by just leveling or making ways through any obstacles would be looking at '''Field Shaping'''.<br />
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{{!}} class="LogCell" {{!}} '''Extraordinary Senses'''<br />
{{!}} class="LogCell" {{!}} The character is able to pick up on some sort of sensory "cue" or stimuli within a scene that would normally be undetectable, giving them extra information to work with. Sonar and infrared sensors, feeling vibrations through the earth like Toph Beifong from Avatar, picking out someone's appearance from listening to rain like Daredevil, the D&D "detect spells", fit the bill here.<br><br />
'''Required:''' What additional sensory acuity the character has. This usually entails an example of what they might pick up, though common knowledge and parlance like "night vision goggles" doesn't necessitate one. This cannot simply be declaring a target of choice and writing "I sense it"; being able to sense auras of evil-aligned magic is not the same as "I sense evil people". The sole exception is the common and generic "I can see ghosts".<br><br />
'''Investment:''' A greater range of extra sensory cues and/or heightened awareness of them.<br><br />
'''Related:''' This Advantage picks up an element of the scene that would otherwise go unnoticed (a "cue"). To get a bunch of new information about something the character is already aware of, see '''Analysis'''. This may and can result in an '''Extraordinary Sense''' making a character aware of a new cue, thus becoming a valid thing to analyze.<br />
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{{!}} class="LogCell" {{!}} '''Field Shaping'''<br />
{{!}} class="LogCell" {{!}} The character has the capacity to radically reshape the nature of the area around them, whether in the literal sense by manipulating the terrain itself, destroying it with massive attacks, or creating structures, or by means such as flooding it, filling it with smoke, altering gravity, or using their Advantages as traps or obstacles.<br><br />
'''Required:''' How the character can influence the field, in a strongly bound way.<br><br />
'''Investment:''' A greater range of effects and/or alterations of greater scope.<br><br />
'''Related:''' The Advantages '''Arsenal''' or '''Combat Options''' can be used to create deadly hazards, while things like '''Debilitation''' can create tactically advantageous zones. '''Toughness''' might create large shields to protect others. '''Teleportation''' is often combined for the purpose of making portals or wormholes. Almost anything can be made an area effect, though largely indiscriminate in its use; not like '''Buffs''' or '''Share Powers'''.<br />
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{{!}} class="LogCell" {{!}} '''Flight'''<br />
{{!}} class="LogCell" {{!}} The character can fly. Aerial flight or space flight are encompassed the same way under this Advantage, or both.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Greater control and range of flight. Not extreme speed. A minimum of ● is required to essentially negate the threat of heights.<br><br />
Maximum ●●●<br><br />
'''Related:''' Gaining greatly increased speed via flight still requires '''Speed'''. Stunting around difficult or hazardous terrain that would impede flight still requires '''Mobility'''.<br />
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{{!}} class="LogCell" {{!}} '''Hacking'''<br />
{{!}} class="LogCell" {{!}} The character can access, utilize, and/or control secure computers and/or machines. This Advantage has broad utility when interacting with things that are ostensibly hackable, but is strictly limited to those things. The Major from Ghost in the Shell, Sombra from Overwatch, and Cortana from Halo, are examples of big users of Hacking.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Access to more secure devices and greater control.<br><br />
Minimum ●<br><br />
'''Related:''' The complete, dictatory hacking of sapient mechanical entities still requires '''Mind Control''' or '''Mental Intrusion'''. While hacking the physical functions of these entities is within Hacking's wheelhouse, actual invasive control or reading of someone's mind is still a protected space, and cannot be gotten "for free" with this Advantage.<br />
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{{!}} class="LogCell" {{!}} '''Hammerspace'''<br />
{{!}} class="LogCell" {{!}} The character can store and carry improbably large quantities of stuff on their person with ease. Things like bags of holding, video game inventories, and pocket dimensional storage fall here.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Hammerspace is usually an Incidental Advantage. Pips are only required for performing scene-altering stunts with the storage itself.<br><br />
Maximum ●●●<br><br />
'''Related:''' The idea of catching and reusing attacks is covered by '''Defensive Paradigm''' or '''Power Copy'''. The stuff usually inside the hammerspace itself still requires Advantages.<br />
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{{!}} class="LogCell" {{!}} '''Healing'''<br />
{{!}} class="LogCell" {{!}} The character can heal injuries and damage sustained by people or creatures. This Advantage concerns "HP loss" and only strictly related symptoms. Targets are not necessarily required to be strictly organic.<br><br />
'''Required:'''N/A <br><br />
'''Investment''' More effective healing.<br><br />
'''Related:''' If the character heals on their own, or heals themself, '''Regeneration''' is needed. '''Cure''' is the Advantage for removing "status effects" or things like diseases.<br />
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{{!}} class="LogCell" {{!}} '''Hint'''<br />
{{!}} class="LogCell" {{!}} The character has some ability they can invoke to gain useful information about their situation or a course of action. Future sight, divine inspiration, psychometry, talking with spirits, or plain super genius often fit here. As per its name, this Advantage essentially asks for information from a scene runner or fellow player. Since this Advantage isn't marked Protected, the player is always entitled to something helpful in the spirit of the Advantage, but not necessarily a highly specific or detailed piece of desired information. Hint is an active Advantage; it's not entitled to anything unless a player uses it.<br><br />
'''Required:''' An idea of where the Advantage can gain information and of what kind.<br><br />
'''Investment:''' More detailed information and/or a greater variety of appropriate situations.<br><br />
<br />
Minimum ●●● for obtaining information about things one or more scenes in advance.<br><br />
<br />
Minimum ● otherwise. Hint cannot be an Incidental Advantage.<br><br />
'''Related:''' To gain information about something of specific interest, look at '''Analysis''', which allows a character to target a scene element and learn desired details about it. To simply pick up on special cues within a scene, '''Extraordinary Senses''' may be appropriate.<br />
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{{!}} class="LogCell" {{!}} '''Illusions'''<br />
{{!}} class="LogCell" {{!}} The character can create convincing illusions of people, places, objects, or other things. Usually these are visual illusions, but they might apply to other senses too, like conjured sounds or phantom sensations. Holograms, psychic powers, illusion magic, or similar are commonly here. Illusions never affect their environment, nor people; they can only deceive or misdirect them.<br><br />
'''Required:''' The scope of what can be faked, and what can give them away.<br><br />
'''Protected:''' Impersonations of other PCs.<br />
'''Investment:''' Larger/more complicated/more convincing illusions that might deceive more senses.<br><br />
'''Related:''' Illusions can't be used to make a character or object simply disappear; this is a function of '''Invisibility'''. Likewise, though illusions might help greatly with sneaking, '''Stealth''' is still an applicable Advantage to put it to use, and to hide, maneuver, and accomplish tasks stealthily.<br />
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{{!}} class="LogCell" {{!}} '''Immortality'''<br />
{{!}} class="LogCell" {{!}} The character doesn't die, or at least doesn't stay dead, when fatally injured. Voldermot from Harry Potter, Alucard from Hellsing, Cell from Dragon Ball Z, and the Chosen Undead from Dark Souls, are examples of this Advantage in action. All Immortality on MCM requires a "Catch"; a set of criteria where the character can actually die for real, or is otherwise "not a Player Character anymore"; there is no infallible immortality on MCM.<br><br />
'''Required:''' The Catch, as well as information on where and when the character reenters play. Since this can sometimes be difficult to nail down, some examples of commonly accepted types of Immortality Catches are listed on this page.<br><br />
'''Investment:''' The Catch becomes more difficult to fulfill. Again, the list of Immortality Catches should give a good idea of what tier of relevance this has.<br><br />
Minimum ●, Maximum ●●●<br><br />
'''Related:''' Immortality means the character doesn't die, not that they aren't harmed. A character who gets back up with restored health right after being killed would need '''Regeneration''' to heal in combat time. A character that simply tanks through being killed, or reduces the damage of fatal injuries, could probably use '''Toughness'''.<br />
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{{!}} class="LogCell" {{!}} '''Imperishable'''<br />
{{!}} class="LogCell" {{!}} The character has little to no need for one or more things that are considered basic staples of survival, including food, water, sleep, etc. They may or may not also suffer from ageing at a highly reduced rate, or not at all. They might also not strictly require oxygen, but this Advantage doesn't protect against any breathing (or lack thereof) hazards.<br><br />
'''Required:''' Which basics the character is not affected by.<br><br />
'''Investment:''' Imperishable is always an Incidental Advantage.<br><br />
'''Related:''' The corner case of "not needing air" can only be significant defense against hazards with Advantages like '''Adaptation''' or '''Resistance'''.<br />
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{{!}} class="LogCell" {{!}} '''Immunize'''<br />
{{!}} class="LogCell" {{!}} The character can rid themselves of, or immediately shrug off, harmful abnormalities and afflictions. These afflictions might be physical, such as being paralyzed, poisoned, or diseased, but also possibly metaphysical, like resisting curses. This Advantage doesn't restore the character's health beyond the removal of the condition.<br><br />
'''Required:''' The scope of the variety of abnormalities and afflictions the character can cure. This may be a little open ended by necessity, but must be clearly limited.<br><br />
'''Investment:''' Greater resilience or purging of more powerful and/or varied status effects<br><br />
'''Related:''' In all ways, this Advantage is the self-affecting version of '''Cure'''. The same relations apply, such as needing '''Healing''' to gain back "HP" or restore damage.<br />
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{{!}} class="LogCell" {{!}} '''Incapacitation'''<br />
{{!}} class="LogCell" {{!}} The character has an effective and reliable means of subduing opponents with means other than physical harm, or which are at least minimally harmful. Incapacitation is meant to be for methods which are expected to be unusually effective, not just grabbing someone or hitting them with the blunt side of a sword and hoping it does the trick. Numerous examples include stun phasers from Star Trek, the tranquilizer guns and takedowns from the Metal Gear Solid games, magic such as The Sleep from Cardcaptor Sakura, Mid-Childan non-lethal magic from the Nanoha series, or "remove from combat" conditions such as Frog or Stone from the Final Fantasy series. While Incapacitation will often immediately remove minor NPCs from a scene, there is typically no such thing as instant incapacitation of a significant foe; hitting them with repeated applications or weakening them first should be expected, to adhere to sensible combat interactions.<br><br />
'''Required:''' A description of the state of incapacitation the character puts others in, and how it can be lifted, or roughly when it wears off by itself. The latter condition may be implicit in some cases.<br><br />
'''Protected:''' Making transformations to other characters.<br><br />
'''Investment:''' Dealing more "incapacitation damage", in terms of applying it more swiftly and reliably.<br><br />
'''Related:''' In some cases, it might be appropriate for a user of '''Weapon Mastery''' to pull off combat stunts that restrain or knock their opponent out without killing them, though probably still fairly harmfully, and only with a reasonably narrow category and with a reasonable Pip investment. '''Debilitation''' is a better source of weakening and impeding an enemy for an immediate advantage.<br />
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{{!}} class="LogCell" {{!}} '''Intangibility'''<br />
{{!}} class="LogCell" {{!}} The character can pass through solid objects without disturbing them. Typical ghosts do this a lot, though more specific examples are Kitty Pryde from X-Men, Fate/ series Servants or Exalted spirits dematerializing, or characters from games like Shadowrun or D&D using astral projections. Brief Intangibility may be used to stunt avoiding attacks, but since invincibility isn't a permissible Advantage on MCM, any form of Intangibility the character can maintain for long enough to be "unattackable" is automatically susceptible to all attacks the character usually is.<br><br />
'''Required:''' N/A<br><br />
Minimum ●● Maximum ●●● including Credit.<br><br />
'''Credit:''' ●<br><br />
'''Investment:''' The ability to pass through more "restrictive" or "defensive" objects. The physical characteristics, like density or weight, don't matter narratively.<br><br />
'''Related:''' If the character becomes intangible primarily for the purposes of reducing or negating harm, '''Defensive Paradigm''', or possibly '''Toughness''', are likely more appropriate.<br />
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{{!}} class="LogCell" {{!}} '''Intrusion Immunity'''<br />
{{!}} class="LogCell" {{!}} The character has partial or full resistance to effects that invasively influence or examine their thoughts and feelings. They might have special training, protective equipment, or just natural immunity, but regardless of the method, this Advantage is a hard "opt out" of dictatorially affecting what the character thinks or feels, or reading their thoughts or intentions. While MCM's policy still asks that this immunity not be outright disrespectful in nature; these spaces are already Protected, and so someone who has invested into this Advantage needs no further reason to block effects of the same tier or lower.<br><br />
'''Required:''' N/A, though it's encouraged to provide what the theme of the immunity is.<br><br />
'''Investment:''' Immunity to higher tier effects, from both PC and NPC sources.<br><br />
Minimum ● Maximum ●●●<br><br />
'''Related:''' In certain cases, it might be plausible to cure or shrug off "mental status effects" inflicted by mental influences, using specialized '''Cure''' or '''Immunize''' instead of needing this Advantage. These other Advantages never reject the primary effects of things like '''Mind Control''', '''Mind Reading''', or '''Mental Intrusion''', but may be justified in healing harmful madness, trauma, delusions, etc. Furthermore, characters who have an immunity or especially strong resistance to having their thoughts controlled or altered, or read in some way, would want to opt for '''Control Immunity''' or '''Reading Immunity''' instead. The Advantages are intentionally there to be more affordable ways of representing a character with special mental resilience; most characters will not require the fully costed blanket package. <br />
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{{!}} class="LogCell" {{!}} '''Invisibility'''<br />
{{!}} class="LogCell" {{!}} The character can conceal themselves in such a binary and effective way that it is no longer hiding or masking their presence, but that they just won't be found until they interact with something. The usual Invisibility is the visual kind, like provided by invisibility spells like in Harry Potter, optical camouflage like the Predator or Ghost in the Shell, or sometimes natural ability, like chameleonic skin, or superheroes like Toru Hagakure from My Hero Academia. Other forms however, like psychic invisibility compelled by the Silence from Doctor Who, the Stone Mask from The Legend of Zelda, or the Dummy Check Esper ability from a Certain Scientific Railgun, are considered to be the same effect.<br><br />
'''Required:''' N/A, though without further description, the invisibility is assumed to apply only to sight.<br><br />
'''Investment:''' Greater effectiveness, and possibly a greater range of senses affected. ● Invisibility will usually provide cover from individually unimportant but collectively meaningful NPC attention, or provide niche invisibility regarding a specific stunt or power of the character's. ●● Invisibility is presumed to be effective in concealing the character, has notable limitations that cap the character's ability to go wherever they place all the time, like subtle visual cues, a strict time limit, dispelling when attacking, etc. ●●● Invisibility is close enough to be flawless that its integrity isn't in question until the character engages in very obvious activities or suitably great effort is put towards discovering them.<br><br />
'''Surcharge:''' ● for ● Invisibility, ●● for ●● Invisibility, ●●● for ●●● or higher Invisibility.<br><br />
'''Related:''' Invisibility alone doesn't guarantee that a character can accomplish things stealthily or undetected. '''Stealth''' covers the major aspects of being genuinely sneaky, and Illusions still have their major use in misdirecting and deceiving people, which synergize with Invisibility if desired.<br />
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{{!}} class="LogCell" {{!}} '''Knowledge - Field'''<br />
{{!}} class="LogCell" {{!}} The character is exceptionally knowledgeable about a particular field that is concretely useful in solving scene problems or specifically advantageous in scene scenarios. In this case, it's the information itself that is the valuable tool, rather than a practical effect.<br><br />
'''Required:''' A category of Knowledge, and at least two specific examples of how the field is useful to the character in day to day RP circumstances. A sweeping and vague "knows a lot about a thing" won't fly; it has to have examples of an obvious impact.<br><br />
'''Investment:''' Broader and more detailed knowledge with greater practical impact.<br><br />
Minimum ● Maximum ●●● Trivially accessible knowledge is something any character can have.<br><br />
'''Related:''' A character cannot implicitly gain the use of another Advantage for having Knowledge. For instance, Knowledge - Computers doesn't give a character the use of Hacking, though a thin slice of shared effect space might exist. Carefully consider whether the character actually needs Knowledge to do the things they do, or whether it's simply an element of their background.<br />
|}<br />
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<br />
= Advantages M-W =<br />
<br />
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'''Advantages M-W'''<br />
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{| class="LogTable"<br />
|- class="LogRow"<br />
! class=HeaderCell | Designation<br />
! class=HeaderCell | Trappings<br />
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{{!}} class="LogCell" {{!}} '''Mental Intrusion'''<br />
{{!}} class="LogCell" {{!}} The character can broadly perceive, analyze, influence, and/or edit the mental attributes of other beings, whether their thoughts, feelings, memories, etc. This Advantage assumes the character can do this to a supernatural or superhuman degree, even if through mundane skill, rather than psychic control or super brain simulation.<br><br />
'''Required:''' What types of influence the character has with minds.<br><br />
'''Protected:''' Always.<br><br />
'''Investment:''' More powerful and/or flexible effects.<br><br />
Minimum ● Maximum ●●●<br><br />
'''Related:''' Mental Intrusion is the appropriate, fully subsidized space for characters who can both read and write to other people's minds. For characters with a narrower range, see '''Mind Control''' or '''Mind Reading'''; having just one of them costs less Pips than having both functions inherent in Mental Intrusion.<br />
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{{!}} class="LogCell" {{!}} '''Mind Control'''<br />
{{!}} class="LogCell" {{!}} The character can directly control the minds of others, or else influence their thoughts and feelings with such effectiveness and precision that it amounts to the same thing. The character might be able to completely control the actions of another, but they might also be capable of performing elaborate tasks such as implanting compulsions and triggers, creating false ideas or delusions, changing feelings regarding things, or erasing or editing memories.<br><br />
'''Required:''' An idea of which kinds of control the character has over minds.<br><br />
'''Protected:''' Always.<br><br />
'''Investment:''' More powerful mind control.<br><br />
Minimum ●● Maximum ●●● including Credit.<br><br />
'''Credit:''' ●<br><br />
'''Related:''' Though it's possible to simply force a mind controlled entity to verbally divulge what they know, any information gained in this way is assumed to be much less clear, reliable, unbiased, or complete, not to mention less subtle, than by using '''Mind Reading'''. If the character possesses both abilities however, '''Mental Intrusion''' is intended to be the more cost efficient catchall.<br />
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{{!}} class="LogCell" {{!}} '''Mind Reading'''<br />
{{!}} class="LogCell" {{!}} The character can gain information about the thoughts, feelings, intentions, or mental characteristics of others. They might be directly reading the information out of their mind with psychic or magical means, but anything sufficiently intrusive, like simulating their thoughts with a supercomputer, or using superhuman intuition and psychology, amounts to the same effect. The Advantage allows for precise information to be easily and usually subtly obtained.<br><br />
'''Required:''' An idea of what information the Mind Reading extends to.<br><br />
'''Protected:''' Always.<br><br />
'''Investment:'''More far reaching and accurate information gathered.<br><br />
Minimum ●● Maximum ●●● including Credit.<br><br />
'''Credit:''' ●<br><br />
'''Related:''' As with '''Mind Control''', the completed suite of mind influencing abilities between the two is inherently cheaper with '''Mental Intrusion'''. '''Mind Reading''' and '''Mind Control''' exist as a subsidized spaces for a character to do one or the other for less cost.<br />
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{{!}} class="LogCell" {{!}} '''Mobility'''<br />
{{!}} class="LogCell" {{!}} The character can adroitly navigate complex, dense, difficult, and/or hazardous routes by means of exceptional or enhanced movement ability. Parkour, diving, jump packs, wall climbing, grapnel hooks, water turbines, video game-style double jumps and air dashes, etc. Feats such as running across water, balancing on clotheslines, or clinging to ceilings, are within reach of Mobility of a suitable rating. Examples include Spider Man, Batman, and Catwoman, Mario and Luigi, Faith from Mirror's Edge, Genji from Overwatch, and almost any Wuxia theatre-type character.<br><br />
'''Required:''' The ways in which the character's mobility is enhanced. References to commonly understood ideas are acceptable shorthand, though ideally some form of example stunt should be included.<br><br />
'''Credit:''' ● if the Mobility contains water-related or aerial stunts and the character already possesses '''Water Prowess''' at ●●●● or higher, or '''Flight''' at ●●●.<br><br />
'''Investment:''' Greater ability to mitigate or ignore the difficulties or perils of navigating obstacles, or movement abilities with a wider variety of applicable situations.<br><br />
'''Related:''' Mobility might help the character avoid various perils, but if they wish to, for example swim safely in lava instead of water, or at the bottom of the ocean they require '''Adaptation'''; another example is that if they take a high speed fall from parkouring at height, '''Flight''' or '''Toughness''' would be what it takes to not splat at the bottom.<br />
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{{!}} class="LogCell" {{!}} '''NPCs'''<br />
{{!}} class="LogCell" {{!}} The character bit has the use of one or more entities besides the named central character themself. These "extra" beings usually comply or cooperate with the character, though even if they are less than cooperative in-character, the player still has full and total control over them. In all circumstances, the NPC or NPCs are of lesser importance and relevance than the main character; the benefits of the Advantage are that these extra characters can be easily changed up, expended, or sent out to represent the character's interests, without extra limitations on the player's part. The restrictions are that NPCs can only have access to Advantages that are on the character's list, and that losing the NPCs must still amount to some kind of non-trivial consequence or setback to the character, depending on their rating.<br><br />
'''Required:''' The generalities of what the NPCs do and their thematic limits. A reader should be able to tell that Storm Troopers don't use the Force or swing around lightsabers.<br><br />
'''Investment:''' More powerful, effective, and generally relevant NPCs.<br><br />
● NPCs are at the level of mooks or extras. They can apply their abilities in limited situations and tackle minor problems in the character's stead, but overall they can't do much more than bog down another PC, limited to being a minor obstacle or inconvenience. Blobs of generic Stormtroopers, red shirts, or workmen are example. Losing them is a minor setback and they are quickly replaceable.<br><br />
●● NPCs are comparable to a "miniboss" or themed specialists. Their abilities and personal resources are meaningful enough to solve significant problems for the character, and they're meaningful, serious obstacles to other PCs in a situation where they conflict. NPCs of this rating still can't reasonably expect to defeat a PC in combat or categorically outdo them in their area of expertise, but they can present a stiff challenge. R2-D2, or generic SOLDIERS from Final Fantasy VII are examples. They represent a significant amount of investment and are time/cost/effort intensive to replace when lost.<br><br />
●●● NPCs are roughly at the same tier as PCs. They are serious combat entities, have skills that can solve the central problems of scenes, and can overall expect to viably compete with Player Characters; they might in fact be stronger than the character that has the Advantage in some areas. They usually have some Advantages dedicated to fleshing them out. Ash Ketchum's Pokemon team, including Pikachu, is a prime example. Losing these NPCs is prohibitively costly to the character, and significantly diminishes their effectiveness until they can get them back in action or replace them.<br><br />
Maximum ●●● NPCs can't be completely stronger or better than PCs.<br><br />
'''Related:''' If the character's '''NPCs''' have extremely limited function, or are personally irrelevant but amount to one of the character's main abilities, it may be valid to replace them with the Advantage itself. Tiny spy drones might just be represented with '''Remote Viewing''', or exploding suicide summons might just be a part of '''Combat Options'''.<br />
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{{!}} class="LogCell" {{!}} '''Power Copy - Derivative/Mirror'''<br />
{{!}} class="LogCell" {{!}} 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.<br><br />
'''Investment:'''Minimum ●●●●●<br><br />
'''Surcharge:''' ●● for Power Copy - Mirror.<br><br />
'''Related:''' There is no particular Advantage that can be pointed out in relation to Power Copy. It's important to note, however, that most characters with Power Copy also have Advantages that consistently show up no matter who they've copied, and it's highly encouraged to buy these Advantages for the character themself, instead of relying on trying to have them copied at all times.<br />
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{{!}} class="LogCell" {{!}} '''Quantum Solution'''<br />
{{!}} class="LogCell" {{!}} The character can produce situational solutions to seemingly most or any problems they encounter, which are unique, one-off, or otherwise non-replicable in a practical sense. Think MacGyver-esque ingenuity, arbitrary mad science gizmos, absurdly flexible but situational magic, miraculous luck, etc. As per the name, the concrete solution essentially doesn't exist until it suddenly does; it doesn't sit around forever "not being used". Quantum Solution allows the character to produce a solution to a single, discrete obstacle or challenge within a scene; the form this solution takes and how effectively it solves the problem are at the discretion of the scene runner, though the once per scene use of the Advantage isn't used up in a situation where an agreement cannot be reached.<br><br />
'''Required:''' A strong theming for the nature of the Advantage. A character cannot produce solutions of infinite different thematics of infinite genres.<br><br />
'''Protected:''' Always.<br><br />
'''Investment:''' Quantum Solution is always ●●●●<br><br />
'''Related:''' No Advantages are strictly related to Quantum Solution, given that it is a once per scene golden ticket. If the character is more likely to simply solve problems with their given Advantages in clever ways, and figuring out how to do so is the hard part, '''Hint''' can be a good source of prompts.<br />
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{{!}} class="LogCell" {{!}} '''Reading Immunity'''<br />
{{!}} class="LogCell" {{!}} The character is able to block out attempts to read their mind, directly or by similar dictatorial means of information gathering about their thoughts. This advantage is distinct from Control Immunity and Intrusion Immunity in that it prevents the user from having their minds read, but not being controlled or mentally altered as well. While MCM's policy still asks that this immunity not be outright disrespectful in nature, mind-reading effects are a Protected space, and so someone who has invested into this Advantage needs no further reason to block effects of the same tier or lower. In the case of hazards or NPCs, who by policy "do not have Advantages", a three Pip rating ensures blanket immunity, but a two Pip rating is still assumed to be a serious obfuscation to various mind reading and equivalent effects.<br><br />
'''Required:''' N/A, though it's encouraged to provide what the theme of the immunity is.<br><br />
'''Investment:''' Immunity to higher tier effects, from both PC and NPC sources.<br><br />
Minimum ●● Maximum ●●● including Credit.<br><br />
'''Credit:''' ●<br><br />
'''Related:''' If the character would possess both this Advantage and '''Control Immunity''', '''Intrusion Immunity''' is intended to be the more efficient choice for a character that is going the extra mile in their investment.<br />
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{{!}} class="LogCell" {{!}} '''Regeneration'''<br />
{{!}} class="LogCell" {{!}} The character can heal their injuries and physical damage they've taken. They might do this passively over time, or by using special healing spells or techniques on themself. This Advantage concerns "HP loss" and only strictly related symptoms.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' More effective healing.<br><br />
'''Related:''' If the character is able to heal other people with their powers, they require '''Healing''' to do so. '''Immunize''' is the Advantage for purging or shrugging off "status effects" done to the character.<br />
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{{!}} class="LogCell" {{!}} '''Remote Manipulation'''<br />
{{!}} class="LogCell" {{!}} The character can physically manipulate objects at long distance, as by telekinesis, elemental manipulation, magical puppet strings, sticking their hands through tiny portals, etc. This Advantage is always a form of utility, covering practical tasks that can be accomplished with physical manipulation, or using physically oriented Advantages the character possesses at a distance; it is typically not an effectual substitute for an Advantage the character doesn't have. The default assumption is a type manipulation commensurate with the character using their hands, but things like water or sand or fire will obviously default to a more abstract representation.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' More precise and varied manipulation at distance.<br><br />
'''Related:''' If the character's remote abilities vastly exceed their normal physical parameters, '''Strength''' or '''Superhumanity''' are necessary picks, such as to crush cars with the character's mind. Things like telekinetic flight and barriers are entirely different Advantages, such as '''Flight''' and '''Toughness'''.<br />
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{{!}} class="LogCell" {{!}} '''Remote Viewing'''<br />
{{!}} class="LogCell" {{!}} The character can look into places far away from them without being physically present, usually for the purposes of surveillance. This can be very mundane, such as with cameras and microphones or drones, or with fantasy equivalents like crystal balls, Scrying spells, and sense-linked familiars, to name some.<br><br />
'''Required:''' A criteria that determines valid places for the character to view, as opposed to "the entire Multiverse."<br><br />
'''Protected:''' Spying on PCs without their knowledge.<br><br />
Maximum ●●●<br><br />
'''Investment:''' Longer viewing range, greater penetration of security, and/or greater awareness of a viewed place or multiple viewed places at once.<br><br />
'''Related:''' Remote Viewing itself doesn't guarantee that nobody knows the character is looking in; the default assumption is that other characters can become aware that they're being watched without anything special. '''Stealth''' would apply to this kind of Remote Viewing, or laterally, '''Invisibility'''.<br />
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{{!}} class="LogCell" {{!}} '''Repair'''<br />
{{!}} class="LogCell" {{!}} The character can fix damaged or broken things up to a usefully functional state, far more quickly and effectively than would be possible with simple access to parts, plans, and time. They may just be implausibly effective with mundane repair methods, like a super mechanic or arbitrary mecha repair junkie, but oftentimes sci-fi nanobots or repair rays are involved like Eclipse Phase or Starbound, or else supernatural abilities like Josuke's Stand, Crazy Diamond, from Jojo's Bizarre Adventures.<br><br />
'''Required:''' A metric by which Repair is more limited than "any object fully and instantly."<br><br />
'''Investment:''' Faster, more complete, more varied repairs.<br><br />
'''Related:''' Repairs don't fix people. Even mechanical people. That requires '''Healing''', '''Regeneration''', '''Cure''', or/and '''Immunize'''. In some cases '''Resurrection''' might be appropriate, like bringing a dead robot or AI person back online.<br />
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{{!}} class="LogCell" {{!}} '''Resistance - Source'''<br />
{{!}} class="LogCell" {{!}} The character has an unusually high resilience to, or preventative measure against, a specific type of harmful or unwanted influence. A D&D red dragon's resistance to Fire, a Fate/ Servant's resistance to magecraft, a robot's resistance to poison, etc. This Advantage has variable usefulness against PC Advantages, but not simple PC means; Resistance - Fire works normally against a PC pickup up a torch or opening a nearby lava floodgate, but sharply gives way against a PC who manipulates or shoots fire. The amount to which it falls off vs PC Advantages largely depends on the PC's access to arbitrary equivalents. It's understood to be a dick move for a wizard with every element to slam Rubicante with fireball over and over again, but an Avatar Firebender is free to borderline ignore it completely, given that fire is their number one interaction method. Protected effects are always valid to hard resist.<br><br />
'''Required:''' N/A. See some examples of valid categories in the appropriate section.<br><br />
'''Credit:''' ● if the Resistance is against damage type and the character has Toughness at ●●● or higher, or if the Resistance is against an ambient factor and the character has Adaptation at ●●● or higher. The Credit applies to no more than two Resistances.<br><br />
'''Investment:''' More powerful resistances.<br><br />
'''Related:''' A Resistance cannot provide its complete effects vs environmental factors unless it is narrowly categorized against one specific factor, such as Resistance - Acid allowing the character to dip into a vat of acid. In almost all cases, '''Adaptation''' is still a necessary Advantage to deal with hazardous environments. If the character has a wide variety of specific elemental resistances, a high-rated '''Toughness''' with simple written caveats that it applies more to some elements than others, is much more appropriate. Any Resistance that would be covered by '''Intrusion Immunity''' requires that Advantage instead.<br />
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{{!}} class="LogCell" {{!}} '''Resurrection'''<br />
{{!}} class="LogCell" {{!}} The character can bring people back to life. Period. If they were dead, they aren't anymore. These people come back with all the functionality of their living selves, even if not necessarily in exactly the same shape.<br><br />
'''Required:''' Some criteria under which a dead character cannot be resurrected. Resurrection cannot be universally applicable on every random skull a character finds in a dungeon or name they find on a grave marker, because of how unduly laborious it is for scene runners to constantly fabricate NPCs out of nothing.<br><br />
'''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.<br><br />
Minimum ●●●●<br><br />
'''Surcharge:''' ●●●<br><br />
'''Related:''' Resurrection is absolutely not needed to revive, and in fact does not work on, a character who is merely "defeated", dying, or in critical condition. It may apply to, but is not strictly necessary for, characters who are "clinically" dead but still possible to save with ordinary medical attention. Since Resurrection only works on other characters, if the character who possesses it can come back to life, they require '''Immortality''' to do so.<br />
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{{!}} class="LogCell" {{!}} '''Skeleton Catch'''<br />
{{!}} class="LogCell" {{!}} The character can kill people dead full stop. They automatically fulfill the Catch associated with any form of Immortality, and the limitations of any form of Resurrection, unless they choose not to. This Advantage is an explicit exception to the notion that no Advantage automatically trumps another (though in reality, the existence of condeath typically means it's little more than a theoretical threat to other PCs). Examples are pretty rare, along the lines of Sekiro's Mortal Blade, Star Butterfly's killing spell, or the First Hassan from Fate/Grand Order.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Skeleton Catch trumps Immortality of the same Pip rating or lower. ●●● Skeleton Catch trumps Resurrection. Since NPCs don't use the Advantage system itself, ● kill NPCs that come back to life as a gimmick, ●● kills NPCs that come back to life as a major plot obstacle, and ●●● kills NPCs that essentially aren't killable without a plot.<br><br />
Minimum ● Maximum ●●● Obviously, lower or higher ratings than these aren't meaningful.<br><br />
'''Related:''' If you don't know what a Catch is, read '''Immortality'''.<br />
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{{!}} class="LogCell" {{!}} '''Skill - Field'''<br />
{{!}} class="LogCell" {{!}} The character is exceptionally skilled in an area of expertise whose practical applications are not wholly or mostly encompassed by another Advantage, and is useful enough to frequently have Advantage-worthy applications under various circumstances. The skill cannot grant the character use of other Advantages implicitly; Skill - Programming doesn't grant free '''Hacking'''.<br><br />
'''Required:''' A category of Skill, and at least two specific examples of how the skill is useful to the character in day to day RP circumstances. The category must be something grounded in reality. Skill - Magic isn't valid; "does magic" could mean anything.<br><br />
'''Investment:''' Greater capability to accomplish difficult tasks<br><br />
Maximum ●●●<br><br />
'''Related:''' This Advantage is a sort of mirror of '''Knowledge''', for relatively mundane but important learned attributes a character has which are academic rather than applied. Unusual skills with weapons or vehicles fall under '''Weapon Mastery''' and '''Vehicle Mastery''' respectively.<br />
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{{!}} class="LogCell" {{!}} '''Share Powers'''<br />
{{!}} class="LogCell" {{!}} The character can grant the use of one or more of their Advantages to other characters, such as by handing out equipment, bestowing magical enhancements, giving out blessings, synchronizing minds, etc. Having this Advantage means the character is able to provide others in the same scene with the benefits of any of their other Advantage Points of the same Pip rating or lower. The way that the Advantage looks in someone else's hands may change radically, but it functionally performs by the same limitations. Advantages are only shared during the same scene; the character can't lend out Advantages when they aren't around, or on a permanent basis (that would be covered by an Upgrade Application). Any Advantage with a Surcharge that is shared requires that the beneficiaries act in concert with the sharer; characters that are the recipient of Advantages like Teleportation or Invisibility can't all run off and use it for their own ends separately.<br><br />
'''Required:''' A description of the form in which the character shares their Advantages, usually defined as a broad thematic, like mad science gadgets or magical enchantments.<br><br />
'''Credit:''' ● if he character already possesses Contract at ●● or higher.<br><br />
'''Investment:''' Being able to share Advantages of an equal or lower Pip rating.<br><br />
Maximum ●●●<br><br />
'''Surcharge:''' ● if the character wants to be able to share a 4 or 5 Pip Advantage. This still requires ●●●.<br><br />
'''Related:''' Any Advantage listed as an invalid target of '''Power Copy''' cannot be shared by this Advantage. Having this Advantage obviates the need to take versions of an Advantage that exclusively effect the character or other characters, such as both '''Healing''' and '''Regeneration''', or '''Cure''' and '''Immunize''', at the same time; sharing '''Regeneration''' is healing another, sharing '''Healing''' with yourself is regenerating yourself. Strictly speaking, it's possible, though very rare, to make any valid Advantage explicitly affect only other people, in which case this works in the same way as the above. If the character wishes to divulge material to others on a large scale and/or semi-permanent basis, '''Wealth''' is required to do so.<br />
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{{!}} class="LogCell" {{!}} '''Speed'''<br />
{{!}} class="LogCell" {{!}} The character can act and/or react at speeds far beyond normal human capability. They might move at tremendous speed, such as with Sonic the Hedgehog, they might have incredible reflexes and mental speed, such as Wrath from Fullmetal Alchemist, or do pretty much everything at super speeds, like the Flash reading books or building walls in seconds. At least a small investment usually applies to extremely fast vehicles.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Greater potency of character speed. There isn't a hard scale on how fast a character can move or react with this Advantage, but it's loosely understood that a higher investment means that the character is faster than they would be with a lower investment; ● Speed doesn't get supersonic parkour.<br><br />
Minimum ●<br />
'''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.<br />
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{{!}} class="LogCell" {{!}} '''Split Actions'''<br />
{{!}} class="LogCell" {{!}} The character is able to split their attention, physically as well as mentally, to the ends of pursuing several different major courses of action at the same time, possibly even in different places. This can apply to character bits that are made up of multiple entities (though far from a majority of them), but also characters that create doubles or projections. For example, the typical JRPG party is rarely ever applicable, pretty much always sticking together and tackling the same objective, but a super AI forking its brain to be in a bunch of places, manipulating different systems, always is.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' By default, MCM expects that each player in a scene is getting One Big Thing done during each of their pose rounds, and doesn't allow for someone posing twice as much to be in two places advancing two different objectives, effectively "doubling their attendance". This Advantage allows a character to do exactly that (though no more than two). They can gun down a horde of zombies while hacking a computer mainframe, or perform a magic ritual while building fortifications.<br><br />
'''Minimum:''' This Advantage is always ●●●<br><br />
'''Related:''' The NPCs Advantage covers the vast majority of characters having underlings, monsters, allies, drones, etc. Darth Vader's troopers succeed only when he's on screen with them to contribute his big deal presence.<br />
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{{!}} class="LogCell" {{!}} '''Stealth'''<br />
{{!}} class="LogCell" {{!}} The character is adept at getting around unseed and undetected. Their stealth might be enhanced by, or wholly created by, camouflage technology, magical silence, extremely small size, etc. This Advantage covers "doing things stealthily" as a whole, rather than just moving around unnoticed. Solid Snake, Altair from Assassin's Creed, Garret from the Thief Series, and James Bond are examples.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' More effective stealth.<br><br />
'''Related:''' The main boundary of Stealth is that someone could be alerted to the character with enough mundane effort. If it's presumed the character just won't be seen until they do something to affect someone or something, it's in the wheelhouse of '''Invisibility'''.<br />
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{{!}} class="LogCell" {{!}} '''Strength'''<br />
{{!}} class="LogCell" {{!}} The character wields physical strength far beyond normal human capabilities, to the point that feats of strength alone become a valid way to solve a wide variety of problems. This Advantage is usually the primary physical focus of the character, like with the Incredible Hulk, Shizuo Heiwajima, Suika Ibuki, or Herakles.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' A greater ability to stretch physical strength into a problem-solving device. There isn't a hard scale of how much a character can lift, break, etc. with this Advantage, but it's loosely understood that a higher investment means that the character is stronger than they would be with a lower investment; ● Strength doesn't flex tanker ships.<br><br />
Minimum ●<br><br />
'''Related:''' '''Speed''' and '''Toughness''' are essentially counterparts to this Advantage.<br />
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{{!}} class="LogCell" {{!}} '''Superhumanity'''<br />
{{!}} class="LogCell" {{!}} The character has some combination of strength, speed, reflexes, durability, and/or stamina well above the human norm. They may favor some physical characteristics over others, but this Advantage is intended to be a way of easily representing a character being "generically" all around superhuman, extremely common in anime/comics/manga/video games/etc. With characters like Goku, Superman, Dracula, Cloud Strife, etc.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' A greater extent of superhuman physical capability. This Advantage is roughly equivalent to half as many Pips in Strength, Speed, and Toughness.<br><br />
'''Related:''' To emphasize a particular attribute instead of a whole, "generic" package, see '''Strength''', '''Speed''', and/or '''Toughness'''. Having all three as a more expensive way of having even greater physical prowess is explicitly okay. Superhuman senses are covered by '''Extraordinary Senses'''.<br />
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{{!}} class="LogCell" {{!}} '''Survival Skills'''<br />
{{!}} class="LogCell" {{!}} The character is expertly capable at providing for themselves and others without infrastructure suited to providing for people. This Advantage usually represents a bundle of closely related skills in navigation, foraging, identifying and being protected from things strictly related to "living off the land", or else abilities that trivialize it, like creating food and clean water with magic<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' This Advantage is always an Incidental Advantage. PCs being stuck out in the wilderness for long periods of time is almost never going to be a relevant challenge.<br><br />
'''Related:''' For meaningful protection against serious environmental dangers, and/or environmental protection that allows the character to be useful (as opposed to hiding in a shelter), see '''Adaptation'''.<br />
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{{!}} class="LogCell" {{!}} '''Teleportation'''<br />
{{!}} class="LogCell" {{!}} The character can travel from point A to point B instantaneously (or close enough). A Wizard's teleportation spell, Nightcrawler's Mutant power, Chell's Aperture Science portal gun, Goku's Instant Transmission technique, Star Trek Transporters, or even characters summoned by their name or some other trigger, like Beetlejuice or Hastur, are some examples amongst many.<br />
<br><br />
'''Required:''' The limitations to where the character can teleport, essentially a description of why the character can't teleport "anywhere and everywhere in the Multiverse". The trappings cannot be written along the lines of the character "being so fast they move instantly", or else it's just sneakily describing Speed; Teleportation is strictly a transport Advantage.<br><br />
'''Investment:''' ● Teleportation is limited to instant travel to places within the character's immediate surroundings that they have the ability to access already, as a sort of "flash step" or similar. ●● Teleportation allows a character to go through most walls and obstacles, and get to most places in a scene, with some salient limitation to their destination. ●●● Teleportation allows basically unrestricted access to anywhere within a scene with only very minor limitations. Incidental Teleportation is limited to limited fast travel-style transit to points of interest, and casual intros/exits from scenes.<br><br />
'''Surcharge:''' ● Teleportation has no Surcharge. ●● Teleportation has a ● Surcharge. ●●● Teleportation has a ●● Surcharge.<br><br />
'''Related:''' If the character can go through walls and such without instant travel, see '''Intangibility'''. If the character can do other things than "get to point B" seemingly instantly, you'll need '''Speed''' instead, and probably at a high investment. If the character creates wormholes or warp pads for a sort of persistent teleportation, you'll want '''Field Shaping''' to place teleportation features into a scenescape. Catching and/or redirecting attacks through little wormholes is likely going to be a use of '''Defensive Paradigm'''.<br />
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{{!}} class="LogCell" {{!}} '''Temporal Acceleraton'''<br />
{{!}} class="LogCell" {{!}} The character can cause other things to experience the passage of time at a highly accelerated rate. This could cause plants to grow, weapons to rust, animals to mature, concrete to dry, machines to work faster, etc. The degree of acceleration always depends on how meaningful it is for the acceleration to occur. Ageing a bottle of wine is trivial enough to be arbitrarily accomplished. Causing the reactor of a starship to run out of power so it falls out of orbit is a very significant, and thus very difficult, task.<br><br />
'''Required:''' N/A<br><br />
'''Protected:''' When applied to PCs or their possessions as per Deconstruction.<br><br />
'''Investment:''' Applicability to more narratively impactful targets.<br><br />
Maximum ●●● including Credit.<br><br />
'''Credit:''' ●<br><br />
'''Related:''' Temporal Acceleration does not equate to super speed. Time-flavored speed boosts like Haste spells still require '''Speed''' or '''Superhumanity''', and '''Share Powers''' is required to lend the full weight to others. '''Buffs''' may be a substitute for generically increasing speed as part of an overall increase in competence.<br />
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{{!}} class="LogCell" {{!}} '''Time Loops'''<br />
{{!}} class="LogCell" {{!}} The character can create closed time loops with themselves, defined as an iteration of them from the future briefly returns to the present to assist them in some way, and then at the same point in the future, the character undertakes the same action of returning to the same point in the past. This is the only form of personal time travel that MCM naturally accommodates, as it involves no retcons or dependencies. The usefulness of the future selves depends mostly on how much "being further along the line" matters to the current situation; the character's future self might come bearing warnings of danger, solutions to puzzles, clues to a mystery, items recovered past the current obstacle, etc. Though this Advantage technically doesn't have Protected limitations, consulting with the scene runner is obviously necessary to know what the future self gets to access.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Minimum ●●●<br><br />
'''Related:''' While having no particular limit on its use, the wide variety of things that a time loop can accomplish are bounded very narrowly within the theme of "the progression of time being able to solve it". For a "silver bullet" to just about any challenge, see '''Quantum Solution''', which contains a maximum use of once per scene.<br />
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{{!}} class="LogCell" {{!}} '''Time Stop'''<br />
{{!}} class="LogCell" {{!}} The character has the ability to stop time, or else somehow act instantaneously, outside the bounds of "super speed", differentiated by the presumption that the character is taking an actions that usually resolve first and are followed second at great difficulty, rather than applying the "super fast" adjective to their actions. While this Advantage doesn't technically have Protected limitations, adherence to the basics of our Advantage policy implicitly limits its ability to behave dictatorially on other players.<br><br />
'''Required:''' N/A. We leave it up to the player to define what means or mechanic it is that guarantees other PCs "a save", as per our Intensity of Effect rules.<br><br />
'''Investment:''' Time Stop at a ● rating is strictly limited in what actions the character can use it for, amounting to a number of small stunts that exist in laterally related space to things like speed, reflexes, teleportation, special dodges, attack gimmicks, etc. The character might be unable to interact with the world, or only accomplish single motions, or skip time without getting to change what they started doing. Hit's initial appearance in Dragon Ball Super is a solid example.<br><br />
<br />
Time Stop at a ●● rating has considerable constraints on its use such that it's plausible to resist or contest it with mundane extra effort, awareness, and/or cleverness, or else it isn't very subtle or versatile, but is still a considerable advantage in any time-sensitive context. Nox from Wakfu, Esdeath from Akame ga Kill, the Time Clow Card, and most video game incarnations such as Devil May Cry or Bayonetta, fall here.<br><br />
<br />
Time Stop at a ●●● rating is a primary power wherein the stopped time is reliably and easily accessed with a full range of available actions, letting the character enhance most things they do. The enhanced actions are very difficult to keep track of or brute force past, and are a predominant gimmick added to interactions. Dio Brando from JoJo's Bizarre Adventures and Homura Akemi from Puella Magi Madoka, are credible examples.<br><br />
'''Surcharge:''' ●● for ● Time Stop, ●●● for ●● Time Stop, ●●●● for ●●● or higher Time Stop.<br><br />
'''Related:''' Time Stop, by its nature, overlaps with small sections of functionality from '''Invisibility''' and '''Teleportation''', but cannot seriously supplant them; the character cannot simply "be invisible" for any amount of time they're around, nor do they get from place to place with any extra convenience. Likewise, though a primary part of Time Stop's importance in fiction is skipping the process by which people can watch it the character do things and jump in to interrupt, what the character accomplishes isn't necessarily subtle in any way; '''Stealth''' is still required to do most major things "without anyone knowing it happened", instead of just "without anyone seeing the character do it".<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Toughness'''<br />
{{!}} class="LogCell" {{!}} The character can take much more damage than a human normally could. Whether they're naturally super tough, use strong armor, energy shielding, psychic or magic barriers, or just have a ton of metaphorical HP, what matters is that they can take a lot more damage.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Greater defensive strength.<br><br />
Minimum ●<br><br />
'''Related:''' For strong protection against narrow sources of damage, or things that aren't strictly damaging, see '''Resistance'''. If the character is "tough" because they're really good at defending themselves, likely see a '''Weapon Mastery''' or '''Defensive Paradigm'''. For powerful passive protection against environments, see '''Adaptation'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Unlimited Activity'''<br />
{{!}} class="LogCell" {{!}} The character can keep expending their energy or resources on a task near or effectively indefinitely. They might have superhuman reserves of stamina that let them run or labor for days, a way to constantly gather infinite magic, a power source that can run devices for the foreseeable future, or even just an inexhaustible pile of ammunition and expendables.<br><br />
'''Required:''' The resource or resources the character has in abundance.<br><br />
'''Investment:''' Unlimited Activity is always an Incidental Advantage; the frame of time over which it's relevant exceeds a single scene, and is mostly flavor space.<br><br />
'''Related:''' If a character doesn't need even the bare basics of life to keep working, they require '''Imperishable'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Vehicle Mastery - Type'''<br />
{{!}} class="LogCell" {{!}} The character has a considerable level of prowess with a certain kind of mount or vehicle. When in the saddle or behind the wheel, they can pull off a variety of expert maneuvers and stunts that wouldn't be possible for someone merely licensed. Obviously, the character is presumed to just have access to basic examples of the relevant ride.<br><br />
'''Required:''' The type of mount or vehicle the character is extraordinarily skilled with This Advantage is category bounded; one purchase covers a limited breadth of mastery. Look further down the page for some acceptable examples.<br><br />
'''Investment:''' Greater proficiency with the chosen mount or vehicle, including when accessing one that is part of the scene.<br><br />
Minimum ●. Nobody needs to justify driving a sedan to a store or riding a horse at a walk.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Water Prowess'''<br />
{{!}} class="LogCell" {{!}} The character has extremely high effectiveness in all things regarding acting on or under the water. When swimming, diving, sailing, etc. water features have little bearing on them as a hazard or obstacle, whether from pressure, drowning, currents, or similar. This capability may extend to similar liquid obstacles, depending on rating though it won't protect them from the dangers of things like lava or acid.<br><br />
'''Required:''' N/A<br><br />
'''Credit:''' ●●<br><br />
'''Investment:''' Since one Pip is enough to gain a ●●● rating, investing beyond this point is only for consummate specialists, for mastering the most outrageous and unreasonable obstacles, performing the most improbable of stunts, or extending their prowess to less related liquid environments.<br><br />
'''Related:''' This Advantage represents an all in one package of everything related to water capability. If the character has incidental abilities surrounding traversing or navigating water, these can usually be part of a '''Mobility''' and/or '''Adaptation''', which are allowed to be broad and give the character other tricks as well. This Advantage provides the character no resistance against water-type attacks, which would be covered by '''Toughness''' or '''Resistance'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Weapon Mastery - Type'''<br />
{{!}} class="LogCell" {{!}} The character has a considerable level of prowess with a certain kind of weaponry or certain combat style. Within their arena of expertise, they are capable of executing a variety of stunts and maneuvers outside the grasp of merely hitting and blocking. Obviously, the character is presumed to just have access to basic examples of the relevant weaponry. Their capabilities only extend to what could be accomplished with any example of the weapon; sword beams and hammer explosions aren't a form of mastery.<br><br />
'''Required:''' The type of weaponry or style of combat the character is extraordinarily skilled in. This Advantage is category bounded; one purchase covers a limited breadth of mastery. Look further down the page for some acceptable examples.<br><br />
'''Investment:''' Greater proficiency in the chosen weapons or style, including when picking up weapons that are part of the scene. An Incidental Weapon Mastery is nothing more than barebones proficiency, however, and even more "just for show" than usual.<br><br />
'''Related:''' A character who is nominally skilled at fighting with one or more weapons, but mostly just attacks straightforwardly with them, rather than stunting off of them, should get by fine with '''Combat Options''', or if they have a special technique or two, '''Arsenal - Melee''' and/or '''Arsenal - Ranged'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Wealth'''<br />
{{!}} class="LogCell" {{!}} The character is unusually wealthy in a liquid sense; they have so much money to casually throw around that they can buy away a lot of problems on the spot, and bankroll large projects. Having access to items that are available to ordinary people, but are normally way too expensive, can be assumed to be part of this Advantage.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Greater wealth.<br><br />
'''Related:''' The character can likely bribe, hire, or pay off people for help on the scene, but for hirelings that the character usually or always has access to, you need '''NPCs'''.<br />
|}<br />
</div><br />
</div><br />
<br />
=Advantage Category Examples=<br />
<br />
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.<br />
<br />
==Bane==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| '''Modern Mythos Supernaturals''' -- Werewolves, vampires, zombies, famous regional monsters such as yeti or chupacabra, most ghosts, some instances of demonic possession, etc.<br />
<br />
'''Classical Folklore Monsters''' -- Gorgons, basilisks, sea serpents, banshees, hydra, faerie, most dragons, etc.<br />
<br />
'''Eastern Tradition Creatures''' -- Youkai, Ayakashi, spirits and gods of individual objects or locations, evil ghosts borne of improper burial, archetypes of Kitsune, Yuki Onna, etc.<br />
<br />
'''Undead''' -- Ghosts, vampires, liches, skeletons, zombies, various necro-horrors, etc. up to and including “technically dead” targets, such as zombies by lethal infection rather than necromancy.<br />
<br />
'''Mechanical Beings''' -- Cyborgs, androids, most robots, various forms of AI with relevant physical access, etc. Does not cover robots too simple to be called beings or that are clearly accessories, like a manufacturing arm or a tank.<br />
<br />
'''Divine Power Users''' -- Gods, demigods, avatars of such, typically all kinds of angel and equivalent divine servant, priests/clerics/shamans/monks, etc. that directly invoke a divinity’s power.<br />
<br />
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:<br />
<br />
'''Profane''' -- Creatures declared anathema by a primary divine power, and which are subjugated, harmed, or repelled, by divine power. Depending on theme, this could be almost anything. 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.<br />
<br />
'''Dragons''' -- If it’s a big, scaly, winged and tailed, flesh and blood creature, likely with some sort a damage dealing breath, it probably counts. It doesn’t matter whether it’s called a Drake or a Wyvern or a Lung or a Fell Beast; a dragon is a dragon is a dragon. Conversely, this sometimes might not apply to some entities that use the name “dragon” only in metaphor or homage, as clearly some kind of elemental or space god, or something like a dragon-shaped rock golem.<br />
|}<br />
==Immortality==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| Immortality is concerned with acceptable Catches rather than a category itself. Some unofficially named examples are:<br />
<br />
'''Extreme Overkill:''' The character is killed for good when hit with unreasonable amounts of firepower in a short period of time, essentially “killing them really really dead”. At ●●● they might need them to be completely obliterated. At ●● it caps out around grossly excessive violence that doesn't typically exist in accidents or fights. At ● it thwarts incidental or dubiously credible deaths that didn't have a serious attempt at following up ("nobody could have survived that fall").<br />
<br />
Cell from Dragon Ball Z, the Thing, and many iterations of Godzilla, are examples.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
The God Tier mechanics of Homestuck characters fall here, as well as the Undead from Dark Souls, or any number of characters that carries some kind of self-resurrection mcguffin.<br />
<br />
'''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.<br />
<br />
A massive list of classical monsters could go as examples, such as vampires and stakes to the heart, as well as the Highlander series, and every other boss from the Resident Evil series.<br />
<br />
'''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.<br />
<br />
Character examples include Voldemort from Harry Potter, 2B and 9S from Nier: Automata, and every single Lich ever.<br />
<br />
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.<br />
<br />
'''Proxies:''' The character works through expendable proxy forms instead of being physically present at the action. Usually, the canon Catch in this form of immortality is that the character has to be tracked down to their real location and killed in the flesh, but this isn't acceptable as the sole Catch on MCM, since someone has to exit the scene to do so. The character must be subject to some kind of sympathetic trauma from damage to the proxy, or the proxy must present a way for something to deal damage to the character through it. A ●●● example entails the proxies being expendable enough to repeatedly throw at a single danger. Fatal feedback would require killing multiple proxies, or inflicting as much extensive injury to one as possible before destroying it. A proxy link could be as narrow as uploading a tailored virus through a robotic body, or exorcising a character possessing someone. At ●● that feedback can be lethal if the proxy is damaged to an egregious extent, or a link might be more like electrically overloading a robot body, or destroying a homunculi's animating gem. At ● the proxy is only sufficient to prevent the character being killed under controlled or low-stakes circumstances, such as sent in advance into a dangerous unexplored room or to trigger a trap as a failsafe, and feedback ensures that they wouldn't want to do so more than once or twice per scene. A proxy link in this case would be as broad as "anyone meaningfully intend to kill the character behind the proxy, instead of just destroy the proxy and remove their involvement."<br />
<br />
Character examples include Neo from the Matrix, Motoko Kusanagi from Ghost in the Shell, and the Tenno from Warframe.<br />
|}<br />
==Knowledge==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| '''Computers''' -- Finding evidence of forced entry, learning how to operate unfamiliar systems, analyzing the capabilities of robots by their programming, tracking by someone’s internet activity, etc.<br />
<br />
'''Occult''' -- Knowing favored items to negotiate with spirits or things that repel them, resolving the unfinished business of a ghost, decoding ciphers in arcane texts, etc.<br />
<br />
'''Psychology''' -- Attempting to ascertain someone’s honesty, psychological profiling, finding the right approach in interrogation or negotiation, dealing with victims of traumatic events, etc.<br />
<br />
'''Tactics''' -- Anticipating an ambush, predicting an enemy’s movements ahead of time, reading into a goal or strategy through a group’s actions, picking naturally defensible places to build, etc.<br />
|}<br />
==Resistance==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| 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).<br />
<br />
'''Fire and Heat''' -- Immune: Natural heat such as the air of a desert or volcano. Forest fires, burning clothes, or a naturally occurring magma pool.<br />
<br />
Resistant: Flamethrowers, plasma guns, critical reactor heat, fire spells, stellar exposure, etc.<br />
<br />
'''Toxins and Disease''' -- Immune: Ordinary diseases and infections, and toxins that are “bad for you” but don’t have consequences that would manifest within a scene, asides maybe throwing up.<br />
<br />
Resistant: Supernatural or magical diseases or illnesses, curses of poor health, chemical weapons, weaponized viruses, animal venoms, lethal poisons, etc.<br />
<br />
'''Arcane''' -- Immune: Minor cantrips, mild hazard spells, pockets of wild magic, or Protected effects such as polymorphs or disintegrations.<br />
<br />
Resistant: Direct forms of arcane attack or impediment, like magic missiles, curses, explosive runes, binding spells, offensive teleports, etc.<br />
<br />
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.<br />
|}<br />
<br />
==Skill==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| '''Architecture''' -- Building useful structures, reinforcing existing ones to combat readiness, renovating a ruin into a home base, finding structural weak points for demolition, discovering secret rooms, etc.<br />
'''Mechanical Engineering''' -- Assessing the purpose of an unknown device, manually operating things like bridges, hangars, and generators, performing standard manual repairs, salvaging for useful parts, performing tuning, upgrades or restorations, etc.<br />
<br />
'''Scouting''' -- Tracking quarries, finding secret passages, discovering or making shortcuts, erasing tracks, picking up on environmental signs, etc.<br />
<br />
'''Spelunking''' -- Navigating, map making and reading, climbing and rappelling, squeezing through small spaces, reading air currents and natural signs, finding things in the dark, etc.<br />
|}<br />
<br />
==Vehicle Mastery==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| '''Aerospace Superiority''' -- Jets, combat planes, bombers, starfighters, VTOLs, etc. Works for equivalent flying riding animals such as pegasus knights, griffons, and dragon riders, etc. so long as air combat is happening. Would need an additional Point for exceptionally skilled ground riding.<br />
<br />
'''Air-Ground Support''' -- Helicopters, gunships, landing craft, space troop transports, etc. Likewise large, low-flying riding animals can work here, like dragon strafing runs.<br />
<br />
'''Watercraft''' -- PT boats, hovercraft, jet skis, speed boats, kayaks, amphibious vehicles, etc. Practically any marine creature significantly smaller than a whale.<br />
<br />
'''Fully Staffed Ships''' -- Destroyers, frigates, battleships, etc. of the water, space and air varieties. Riding equivalents are usually colossal war beasts or flying whales or the like.<br />
<br />
'''Automobiles''' -- Cars, trucks, ATVs, jeeps, tractors, APCs, armored vans, etc.<br />
<br />
'''Military Heavy Armor''' -- Tanks, APCs, self-propelled guns, drawn siege-engines, war elephants and similar big stompy monsters, etc.<br />
<br />
'''Single Riding''' -- Motorbikes, jet skis, snowmobiles, horses, etc. Most mounted ground combat could be covered.<br />
<br />
This Particular Advantage allows for extremely limited selections with broad roles, such as:<br />
<br />
'''Flying Cavalry Beasts''' -- Would allow solely for things such as pegasi, griffons, etc. but would cover all aspects of riding them, air, ground, support, dogfighting, mounted combat, etc.<br />
<br />
'''Humanoid Mecha''' -- Similarly, this allows for mecha combat in space, in the air, on the ground, etc. so long as it’s a giant metal person and acts like one.<br />
|}<br />
==Weapon Mastery==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| '''Polearms''' -- Spears, pikes, halberds, glaives, naginatas, polehammers, scythes, shock staves, etc.<br />
<br />
'''Chopping Blades''' -- Cleavers, axes, hatchets, halberds, machetes, etc.<br />
<br />
'''Heavy Strikers''' -- Maces, hammers, war picks, polehammers, clubs, batons, realistic flails, suitably sized improvised cudgels, etc.<br />
<br />
'''Modern Small Arms''' -- Typical rifles, shotguns, handguns, submachine guns, etc.<br />
<br />
'''Explosives''' -- Grenades, rockets, missiles, fuse and barrel bombs, cannonballs, etc.<br />
<br />
'''Hand-To-Hand''' -- Claws, powerfists, knuckle weapons, pile bunkers, etc. May include unarmed combat itself, or things such as knives used as CQC enhancers.<br />
<br />
'''Flexible Wire''' -- Whips, weighted chains, mono-wires, lassos, tentacle spells, etc.<br />
<br />
'''Martial Arts Sticks''' -- Various staves, escrima sticks, tonfas, nunchaku, three-section staff, etc.<br />
<br />
'''Mounted Heavy Weapons''' -- Missile launchers, miniguns, autocannons, ballistae, mangonels, etc.<br />
<br />
'''Archaic Hand-Powered Projectile''' -- Bows, crossbows, javelins, throwing knives, shuriken, etc.<br />
<br />
This particular Advantage allows for extremely limited selections with broad roles, or extremely broad selections with limited roles, such as:<br />
<br />
'''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.<br />
<br />
'''Personal Sniping''' -- Just about any weapon that could be used by an individual to believably engage in sniping, from marksman and anti-materiel rifles to longbows or lasers, but no matter what they use, any of these weapons will fill the role of “sniper”, with their other qualities mostly being perks and window dressing. The extreme focus affords a versatile selection of weapons in that role.<br />
|}<br />
<br />
=Rules on Trappings=<br />
<br />
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.<br />
<br />
==="Conceptual" and "Molecular" Terms===<br />
<br />
Advantages that work on a “conceptual” level cannot include said terminology in their trappings. Advantages have to explain what they actually do in clear terms, and utilizing "conceptual" language does exactly the opposite of this by reaching into abstract territory. “Molecular level control” is understood to be effectively the comic book equivalent of this.<br />
<br />
===The Et Cetera Rule===<br />
<br />
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.<br />
<br />
'''-Acceptable:''' “Black Mage has the magical power to fire blasts of elemental energy (fire, ice, lighting, etc.)” The “etc.” clearly indicates extra elements, but the magic itself has a clear and sufficiently narrow scope. Black Mage could shoot dark or water or earth element attack spells, but it doesn't expand on the utility of the Advantage, merely the VFX.<br />
<br />
'''-Unacceptable:''' “Doppelganger has the ability to completely transform his body into that of a different creature, such as a bear, spider, dragon, werewolf, android, etc.” The “etc.” has no clear bounding or obvious continuation. None of the listed examples are intuitively related, and the entry could spiral into turning into planet-sized space whales for all the reader knows.<br />
<br />
===Hard Numbers and Figures===<br />
<br />
In almost all cases, defining the limits of Advantages through specific, hard and fast numbers will result in being bounced back for revisions. MCM is not a roleplay where comparing statistics is very meaningful, and our Advantages system runs on narrative effectiveness, not power levels. Exactly how many tons a character can lift, how many kilometers per hour they can run, how many kilojoules their laser gun fires, etc. should not appear in Advantages. "Lift a semi truck", "sprint as fast as a car", or "melt holes in battle tanks" are useful and acceptable alternatives.<br />
<br />
===Meta Reference and Rules Restatement===<br />
<br />
Advantages should not be written so that their trappings reference the Advantage system as a meta entity. Dictating interactions with Advantages by their official names or Pip counts, directing the reader around an Advantage section like a wiki, reiterating universal rules on scope/range/etc. is either making pseudo-policy calls, or already implicit in it being on MCM at all.<br />
<br />
=Advantage Policy=<br />
<br />
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.<br />
<br />
'''Non-Player Characters Don't Have Advantages:''' The Advantage system is the core method for PCs to interact with each other and RP as a whole. The many entities that will exist as fixtures of scenes do not adhere to, or benefit from, the same system. NPCs (not the Advantage) abstractly have "whatever abilities are good for the story and fun", and can't enforce things like Skeleton Catch or Power Copy, nor do they possess meaningful tiers of things like Resistance or Anti - Power that trump or cede to characters mechanically. Sometimes this means that plot entities can exceed parameters normally available to PCs for the sake of a story, but never as a long term or irremovable fixture that can still push PCs around.<br />
<br />
'''Threat to Player Characters:''' MCM requires that all player characters are capable of being threatened by reasonably significant bodily danger. Serious enemies and hazards should always be able to present as credible risks to PCs regardless of theme. Though what matters might vary from PC to PC, there is no way to "switch off" the potential for consequences to a character.<br />
<br />
'''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.<br />
<br />
'''Range of Effect:''' Any Advantage that targets another PC is assumed to use a delivery mechanism that is avoidable, even if it doesn't in the source material. To put it another way, Everyone Gets A Save Against Everything. All combat powers are assumed to function with range and methodology which permits meaningful interaction between all players.<br />
<br />
'''Scope of Effect:''' In day-to-day use, Advantages shouldn't exceed a Scope of Effect of one city block, the upper end of which we identify as Kowloon Walled City. When mass destruction happens, we want it to be a plot-significant event, such as when Alderaan is destroyed by the Death Star; not Nappa blowing up a city for giggles. Places with little or no plot significance can play more fast and loose with this rule.<br />
<br />
'''Interaction with MUSH Meta-Elements:''' Advantages that interact with natural Warpgates, Unification, or any other element of the MUSH's back-end, are not possible to have. You can't "de-unify" or leave the Multiverse or MUSH setting.<br><br />
<br />
Additionally, there are a couple of miscellaneous, but important and pertinent rulings on specific uses of Advantages that result in them going outside the bounds of acceptable play.<br />
<br />
'''On Gestalts:''' Certain character concepts can make more sense to apply for as an amalgamation of multiple characters, rather than arbitrarily choosing one and designating the rest as NPCs. This is most common in cases where a pair of protagonists or a group of characters are presented with equal prominence and their dynamics with each other are the central focus. In these cases, where an applicant is applying for a duo or squad as a single bit, we expect that the entire duo or squad functions at exactly the level of one PC ''when all constituent members are participating in something''. A gestalt of two characters is effectively half a character if only one is present and doing something. The bit just plain does not have access to the abilities of characters who aren't present, Likewise, '''all individuals in the gestalt must be represented in the bit's Trouble'''; it is not acceptable to tactically exclude members from a situation in which a Trouble might be tripped. The entire gestalt has one amalgamate "life bar" and/or resource pool like any PC.<br />
<br />
'''On Force Fields and Energy Shields:''' Personal barriers that block incoming damage are common fixtures; a skintight energy shield from a high-tech suit of armor, a mental force field bubble projected by a psychic, or a barrier of magical energy summoned around a wizard to protect himself. These Advantages are okay to apply for, but require some extra consideration when portraying them on MCM.<br><br />
When these Advantages are played, we '''require''' that taking significant damage incurs some kind of strain as a result, so the conceit of force fields completely shutting down damage and guaranteeing the character's safety up until their arbitrary failure point doesn't work out. The armor has a shallow shield with a fast recharge that accrues repeated spillover, the psychic taxes their mental reserves, the wizard takes magic burn damage, etc. Essentially, players don't get to decide on a point of "okay, ''now'' this enemy/hazard matters to me".<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
On a related note, '''there is no such thing as Advantages that implicitly exist'''. Robot NPCs don't confer a free version of Skill - Computers because "logically the character should be a computer wiz to make robots".<br />
<br />
<br />
----<br />
<br />
[[Category:News File]]</div>Relianthttp://multiversemush.com/mw/index.php?title=Power_Copy&diff=16580Power Copy2021-02-07T05:41:54Z<p>Reliant: /* Contracts */</p>
<hr />
<div>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.<br />
<br />
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.<br><br />
2) What Can I Not Share/Copy?<br />
::'''Contracts''' - Quantum Solution, Resurrection, Power Copy & Share Powers The Advantage, and Split Actions<br />
::'''Share Powers & Power Copy''' - Immortality, Intrusion Immunity, NPCs, Quantum Solution, Resurrection, Power Copy & Share Powers The Advantage, and Split Actions <br />
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.<br><br />
4) Neither Power Copy or Contract can be put into force "off-screen."<br><br />
5) No PC may be held to more than one Contract at a time, unless a second Contract is purely punitive.<br><br />
6) Sharing & Contracting Power Copy<br><br />
::'''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.<br />
::'''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.<br />
::''''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.<br />
::'''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.<br />
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.<br />
==Power Copy - Derivative==<br />
Derivative Power Copy is a limited-scope ability to steal an attack or similar limited-scope "something" 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.<br />
<br />
Note that this is not the same as four ''USES''.<br />
<br />
==Power Copy - Mirror== <br />
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 "what you get". 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. <br />
<br />
Note that this is not the same as three ''USES''.<br />
<br />
==Contracts==<br />
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) *2''' targets. This models Faustian bargains, boons and curses, magical geases, and simple commitments of aid. Contracts expire after '''3 months'''.<br />
<br />
To be clear, the cap is ```per recipient```. Someone with Contracts*** can, for example, offer 6 different people 9 pips worth of advantages for a grand total of 54 between them.<br />
<br />
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.<br />
<br />
Time-based expiration does not apply to NPCs, and there is no limit on the number of NPCs with which you may establish bargains.<br />
<br />
Contracted Advantages are '''not subject to the consent of the beneficiary'''. They may be withdrawn by the benefactor at any time.<br />
<br />
<br />
----<br />
<br />
[[Category:News]]</div>Relianthttp://multiversemush.com/mw/index.php?title=MediaWiki:Sidebar&diff=16555MediaWiki:Sidebar2021-01-05T02:23:02Z<p>Reliant: </p>
<hr />
<div><br />
* navigation<br />
** mainpage|mainpage-description<br />
** recentchanges-url|recentchanges<br />
* Calendar & Logs<br />
** Schedule_View|Scene Calendar<br />
** Cutscenes|Cutscenes<br />
** Logs|Logs<br />
** TinyPlots|TinyPlots<br />
* MUSH Rules & Information<br />
** Rules Index|Rules Index<br />
** Combat|Combat<br />
** Help Files|Help Files<br />
** Ad Exchange|Ad Exchange<br />
** FAQ|FAQ<br />
* Applications<br />
** Sample_Applications|Sample Applications<br />
** Character_Application|Character Application<br />
** Upgrade_Application|Upgrade Application<br />
** Clerical_Application|Clerical Application<br />
** Csys_Application|Csys Application<br />
** Enhancement_Application|Enhancement Application<br />
* Character Pages & Themelistings<br />
** Making_A_Character_Page|How To Make A Character Page<br />
** Character_Index|Character Index<br />
* TOOLBOX</div>Relianthttp://multiversemush.com/mw/index.php?title=Zero_Kiryu&diff=16485Zero Kiryu2020-06-29T04:04:34Z<p>Reliant: </p>
<hr />
<div>{{CharacterRedux<br />
|NameOnMUSH=Zero Kiryu<br />
|Color=#CC99CC<br />
|Char_id=527<br />
|Img=https://i.imgur.com/JqQaNKZ.png<br />
|FullName=Zero Kiryu<br />
|Gender=Male<br />
|Species=Human (Vampire)<br />
|Theme=Vampire Knight-1<br />
|Chartype=FC<br />
|Active=Active<br />
|Function=Vampire Hunter<br />
|Faction=Concord<br />
|Rank=4-Partner<br />
|Ranktype=Member<br />
|Groups=N/A<br />
|Quote="If... I don't hunt vampires at night, I feel like I'll do something horrible."<br />
|PAge=Young Adult<br />
|AAge=Young Adult<br />
|Aging=At A Crawl<br />
|Height=5'11"<br />
|Weight=151lbs<br />
|Hair=Silver<br />
|Eyes=Purple<br />
|Profile=As the last living remnant of a powerful family of vampire hunters, Zero is a young man whose life has been plagued with tragedy, loss, and absurd volumes of high school social drama. As an act of revenge against his family, Zero was transformed into a vampire as a boy, leaving behind a bundle of issues that would surely have been worse if not for Yuuki's efforts to ease his suffering during their childhood. A composed, intimidating exterior conceals a deeply wounded, but kind person who has become mired in hatred and resentment that does not altogether exclude Zero himself, or his loved ones. The revelation of Yuuki's origin as a pureblood shook him deeply, and he has immersed himself in his career as a vampire hunter ever since. Trained from a young age to hunt monsters and transformed into one himself, Zero is not only as adept as a professional soldier but also monstrously physically powerful. With his handgun Bloody Rose, he wades through foes like a demigod wreathed in thorny vines, unmatched by all but the most absurd enemies.<br />
|Defining=test1<br />
|Significant=test2<br />
|Minor=test3<br />
|Disadvantages=Dead Man's Mien: Zero has lived his life waiting to die. He speaks brusquely and without restraint for the sake of social mores or any other courtesy, and places little immediate value on his own existence in his actions. This shouldn't be mistaken as a death wish, but the effects aren't much different. In social situations he's unpleasant to deal with, and overall he's strongly inclined to over-reactionary or impulsive behavior.<br />
<br />
Vampiric Urges: Though he hides and suppresses his vampirism, Zero can't completely escape the physical realities of his condition and he neglects those realities more often than he doesn't. He suffers debilitatingly painful episodes when he doesn't drink blood, which is basically all the time. Blood tablets keep him from attacking people outright, but sites of bloodshed can distract and befuddle his senses. He spends most of his time in a hazy state of deleterious physical symptoms that superficially resemble flu symptoms. Needless to say, on top of everything else all of this makes his already awful temperament even less tolerable.<br />
<br />
Hunter's Brand: A tattoo on Zero's neck that helps suppress his vampiric nature. It's also a binding agent. A bracelet held by Yuuki Kuran has the ability to immobilize Zero by pressing the bracelet to the tattoo. It doesn't harm him by itself, but it does render him helpless until cancelled.<br />
}}<br />
{{CTable}} {{RTable}}<br />
<br />
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=Relationships=<br />
<br />
{| Class="CTable"<br />
! scope="col" | Name<br />
! scope="col" | Standing<br />
! scope="col" | Thoughts<br />
|-<br />
| [[Arthur Lowell]]<br />
| Mildly Positive<br />
| Loud but competent.<br />
|-<br />
| [[D]]<br />
| Old Rival<br />
| Attacked Yuuki because of the Interloper.<br />
|-<br />
| [[Sir Gawain]]<br />
| Indifferent<br />
| Strong.<br />
|-<br />
| [[Medusa Gorgon]]<br />
| Target<br />
| Interloper. Did something to make D attack Yuuki.<br />
|-<br />
| [[Milla Maxwell]]<br />
| Acquaintance<br />
| Somebody Yuuki wanted to help.<br />
|-<br />
| [[Priscilla]]<br />
| Long-term Acquaintance<br />
| Her interests are important to Yuuki.<br />
|-<br />
| [[Seifer Almasy]]<br />
| Ally<br />
| Good combatant.<br />
|-<br />
| [[Yuuki Kuran]]<br />
| Angst-Ridden Attraction<br />
| Useless.<br />
|-<br />
|}<br />
<br />
=Summary of Relationship with Yuuki=<br />
<div class="wikitable mw-collapsible mw-collapsed" style="background-color:#CC99CC;"><br />
CLICK TO EXPAND -><br />
<div class="mw-collapsible-content" style="background-color:#FFFFFF;"><br />
http://i.imgur.com/t9l7G6p.gif<br />
</div></div><br />
<br />
=Logs=<br />
<div class="wikitable mw-collapsible mw-collapsed" style="background-color:#CC99CC;"><br />
LOGS, CLICK TO EXPAND -><br />
<div class="mw-collapsible-content" style="background-color:#FFFFFF;"><br />
{{Character Logs}}<br />
{{Character Logs|Cutscenes}}<br />
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</div></div><br />
<br />
=Soundtrack=<br />
<div class="wikitable mw-collapsible mw-collapsed" style="background-color:#CC99CC;"><br />
CLICK TO EXPAND -><br />
<div class="mw-collapsible-content" style="background-color:#FFFFFF;"><br />
{| Class="CTable"<br />
! scope="col" | Title<br />
! scope="col" | Artist<br />
! scope="col" | Subject<br />
|-<br />
| I've Got You Under My Skin<br />
| Frank Sinatra<br />
| Zero & Yuuki<br />
|-<br />
| Monster<br />
| Skillet<br />
| Himself<br />
|-<br />
| Enemy<br />
| Masterplan<br />
| Zero & D<br />
|}<br />
</div></div><br />
<br />
=Miscellaneous Information=<br />
<br />
* Zero's status as a vampire is privileged information, though not as locked down as some secrets. It's available to '''Concord Medical personnel''', but much like real life medical records accessing or discussing it outside of a need-to-know basis would be pretty illegal.<br />
<br />
* Zero's attitude towards children is visibly more agreeable than with other adults.</div>Relianthttp://multiversemush.com/mw/index.php?title=Zero_Kiryu&diff=16484Zero Kiryu2020-06-29T04:04:18Z<p>Reliant: </p>
<hr />
<div>{{CharacterRedux<br />
|NameOnMUSH=Zero Kiryu<br />
|Color=#CC99CC<br />
|Char_id=527<br />
|Img=https://i.imgur.com/JqQaNKZ.png<br />
|FullName=Zero Kiryu<br />
|Gender=Male<br />
|Species=Human (Vampire)<br />
|Theme=Vampire Knight-1<br />
|Chartype=FC<br />
|Active=Active<br />
|Function=Vampire Hunter<br />
|Faction=Concord<br />
|Rank=4-Partner<br />
|Ranktype=Member<br />
|Groups=N/A<br />
|Quote="If... I don't hunt vampires at night, I feel like I'll do something horrible."<br />
|PAge=Young Adult<br />
|AAge=Young Adult<br />
|Aging=At A Crawl<br />
|Height=5'11"<br />
|Weight=151lbs<br />
|Hair=Silver<br />
|Eyes=Purple<br />
|Profile=As the last living remnant of a powerful family of vampire hunters, Zero is a young man whose life has been plagued with tragedy, loss, and absurd volumes of high school social drama. As an act of revenge against his family, Zero was transformed into a vampire as a boy, leaving behind a bundle of issues that would surely have been worse if not for Yuuki's efforts to ease his suffering during their childhood. A composed, intimidating exterior conceals a deeply wounded, but kind person who has become mired in hatred and resentment that does not altogether exclude Zero himself, or his loved ones. The revelation of Yuuki's origin as a pureblood shook him deeply, and he has immersed himself in his career as a vampire hunter ever since. Trained from a young age to hunt monsters and transformed into one himself, Zero is not only as adept as a professional soldier but also monstrously physically powerful. With his handgun Bloody Rose, he wades through foes like a demigod wreathed in thorny vines, unmatched by all but the most absurd enemies.<br />
|Defining=x<br />
|Significant=x<br />
|Minor=x<br />
|Disadvantages=Dead Man's Mien: Zero has lived his life waiting to die. He speaks brusquely and without restraint for the sake of social mores or any other courtesy, and places little immediate value on his own existence in his actions. This shouldn't be mistaken as a death wish, but the effects aren't much different. In social situations he's unpleasant to deal with, and overall he's strongly inclined to over-reactionary or impulsive behavior.<br />
<br />
Vampiric Urges: Though he hides and suppresses his vampirism, Zero can't completely escape the physical realities of his condition and he neglects those realities more often than he doesn't. He suffers debilitatingly painful episodes when he doesn't drink blood, which is basically all the time. Blood tablets keep him from attacking people outright, but sites of bloodshed can distract and befuddle his senses. He spends most of his time in a hazy state of deleterious physical symptoms that superficially resemble flu symptoms. Needless to say, on top of everything else all of this makes his already awful temperament even less tolerable.<br />
<br />
Hunter's Brand: A tattoo on Zero's neck that helps suppress his vampiric nature. It's also a binding agent. A bracelet held by Yuuki Kuran has the ability to immobilize Zero by pressing the bracelet to the tattoo. It doesn't harm him by itself, but it does render him helpless until cancelled.<br />
}}<br />
{{CTable}} {{RTable}}<br />
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}}<br />
=Relationships=<br />
<br />
{| Class="CTable"<br />
! scope="col" | Name<br />
! scope="col" | Standing<br />
! scope="col" | Thoughts<br />
|-<br />
| [[Arthur Lowell]]<br />
| Mildly Positive<br />
| Loud but competent.<br />
|-<br />
| [[D]]<br />
| Old Rival<br />
| Attacked Yuuki because of the Interloper.<br />
|-<br />
| [[Sir Gawain]]<br />
| Indifferent<br />
| Strong.<br />
|-<br />
| [[Medusa Gorgon]]<br />
| Target<br />
| Interloper. Did something to make D attack Yuuki.<br />
|-<br />
| [[Milla Maxwell]]<br />
| Acquaintance<br />
| Somebody Yuuki wanted to help.<br />
|-<br />
| [[Priscilla]]<br />
| Long-term Acquaintance<br />
| Her interests are important to Yuuki.<br />
|-<br />
| [[Seifer Almasy]]<br />
| Ally<br />
| Good combatant.<br />
|-<br />
| [[Yuuki Kuran]]<br />
| Angst-Ridden Attraction<br />
| Useless.<br />
|-<br />
|}<br />
<br />
=Summary of Relationship with Yuuki=<br />
<div class="wikitable mw-collapsible mw-collapsed" style="background-color:#CC99CC;"><br />
CLICK TO EXPAND -><br />
<div class="mw-collapsible-content" style="background-color:#FFFFFF;"><br />
http://i.imgur.com/t9l7G6p.gif<br />
</div></div><br />
<br />
=Logs=<br />
<div class="wikitable mw-collapsible mw-collapsed" style="background-color:#CC99CC;"><br />
LOGS, CLICK TO EXPAND -><br />
<div class="mw-collapsible-content" style="background-color:#FFFFFF;"><br />
{{Character Logs}}<br />
{{Character Logs|Cutscenes}}<br />
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.LogTable tr:nth-child(2n+1) {background-color: rgba(204,153,204,.4)}<br />
.LogTable tr:nth-child(2n) {background-color: rgba(204,153,204,.2)}<br />
.LogTable td { vertical-align:top; padding: 0px 0px 0px 5px;}<br />
.logTable tr:nth-last-child(1) {border-bottom-right-radius: 5px; border-bottom-left-radius: 5px;}<br />
.LogTable tr:nth-last-child(1) td:nth-child(1) {border-bottom-left-radius:5px;}<br />
.LogTable tr:nth-last-child(1) td:nth-last-child(1) {border-bottom-right-radius:5px;}<br />
.LogTable tr td:nth-child(odd) { word-wrap:break-word; text-overflow: ellipsis; white-space: nowrap; overflow: hidden; max-height:1.5em; height:1.5em; display:block;}<br />
.HeaderCell {padding: 0px 0px 0px 5px;}<br />
.HeaderCell:nth-child(1) {border-radius:5px 0px 0px 0px; width: 35%;}<br />
.HeaderCell:nth-child(2) {width: 10rem;}<br />
.HeaderCell:nth-child(3) {border-radius:0px 5px 0px 0px; width: 65%;}<br />
.LogRow { max-height:1em;}<br />
.LogRow:nth-child(1) {background-color: rgba(204,153,204,.5)}<br />
.LogRow:nth-child(2n+2) {background-color: rgba(204,153,204,.2)}<br />
.LogRow:nth-child(2n+3) {background-color: rgba(204,153,204,.3)}<br />
.LogCell { vertical-align:top; padding: 0px 0px 0px 5px; max-height:1em;}<br />
.LogRow:last-of-type td:nth-last-child(3) {border-radius:0px 0px 0px 5px}<br />
.LogRow:last-of-type td:nth-last-child(1) {border-radius:0px 0px 5px 0px;}<br />
.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;}<br />
}}<br />
</div></div><br />
<br />
=Soundtrack=<br />
<div class="wikitable mw-collapsible mw-collapsed" style="background-color:#CC99CC;"><br />
CLICK TO EXPAND -><br />
<div class="mw-collapsible-content" style="background-color:#FFFFFF;"><br />
{| Class="CTable"<br />
! scope="col" | Title<br />
! scope="col" | Artist<br />
! scope="col" | Subject<br />
|-<br />
| I've Got You Under My Skin<br />
| Frank Sinatra<br />
| Zero & Yuuki<br />
|-<br />
| Monster<br />
| Skillet<br />
| Himself<br />
|-<br />
| Enemy<br />
| Masterplan<br />
| Zero & D<br />
|}<br />
</div></div><br />
<br />
=Miscellaneous Information=<br />
<br />
* Zero's status as a vampire is privileged information, though not as locked down as some secrets. It's available to '''Concord Medical personnel''', but much like real life medical records accessing or discussing it outside of a need-to-know basis would be pretty illegal.<br />
<br />
* Zero's attitude towards children is visibly more agreeable than with other adults.</div>Relianthttp://multiversemush.com/mw/index.php?title=Template:CharacterRedux&diff=16483Template:CharacterRedux2020-06-29T03:53:24Z<p>Reliant: /* Defining */</p>
<hr />
<div>{| class="toccolours" style="width: 375px; float: right; margin-left:10px; margin-right:1px; margin-bottom:10px; text-align: left" cellspacing="2"<br />
|-<br />
! style="background:{{{Color|#0099FF}}}; border: 1px ridge; font-size: 110%;" align="center" colspan="4" | '''{{{NameOnMUSH}}}''' (Scenesys ID: '''{{{Char_id}}}''')<br />
|-<br />
! colspan="4" align="center" | <img src="{{{Img}}}" width="350"><br />
|-<br />
! style="background:{{{Color|#0099FF}}}; border: 1px ridge; font-size: 110%;" align="center" colspan="4" | '''Quote'''<br />
|-<br />
! colspan="4" align="center" | {{{Quote}}}<br />
|-<br />
|-<br />
! style="background:{{{Color|#0099FF}}}; border: 1px ridge; font-size: 110%;" align="center" colspan="4" | '''Profile'''<br />
|-<br />
! style="text-align:left" | Full Name:<br />
! colspan="3" style="font-weight:normal;" | {{{FullName}}}<br />
|-<br />
! style="text-align:left" | Gender:<br />
! colspan="3" style="font-weight:normal;" | {{{Gender}}}<br />
|-<br />
! style="text-align:left" | Species:<br />
! colspan="3" style="font-weight:normal;" | {{{Species}}}<br />
|-<br />
! style="text-align:left" | Theme:<br />
! colspan="3" style="font-weight:normal;" | ({{{Chartype}}}) [[{{{Theme}}}]]<br />
|-<br />
! style="text-align:left" | Function:<br />
! colspan="3" style="font-weight:normal;" | {{{Function}}}<br />
|-<br />
! style="text-align:left" | Status:<br />
! colspan="3" style="font-weight:normal;" | [[Status::{{{Active|Active}}}]]<br />
|-<br />
! style="background:{{{Color|#0099FF}}}; border: 1px ridge; font-size: 110%;" align="center" colspan="4" | '''Factional Information'''<br />
|-<br />
! style="text-align:left" | Faction:<br />
! colspan="3" style="font-weight:normal;" | [[{{{Faction}}}]] ({{{Rank}}})<br />
|-<br />
! style="text-align:left" | Groups:<br />
! colspan="3" style="font-weight:normal;" | {{{Groups}}}<br />
|-<br />
! style="background:{{{Color|#0099FF}}}; border: 1px ridge; font-size: 110%;" align="center" colspan="4" | '''Other Information'''<br />
|-<br />
! style="width: 80px; text-align:left; font-size:80%;" | Physical Age:<br />
! style="width: 107px; text-align:left; border-right:1px solid; font-weight:normal; font-size:80%;" | {{{PAge}}}<br />
! style="width: 80px; text-align:left; font-size:80%;" | Actual Age:<br />
! style="width: 107px; text-align:left; font-weight:normal; font-size:80%;" | {{{AAge}}}<br />
|-<br />
! style="text-align:left; font-size:80%;" | Still Aging?<br />
! style="text-align:left; border-right:1px solid; font-weight:normal; font-size:80%;" | {{{Aging}}}<br />
! style="text-align:left; font-size:80%;" | Voice Actor:<br />
! style="text-align:left; font-weight:normal; font-size:80%;" | {{{Voice|}}}<br />
|-<br />
! style="text-align:left; font-size:80%;" | Height:<br />
! style="text-align:left; border-right:1px solid; font-weight:normal; font-size:80%;" | {{{Height}}}<br />
! style="text-align:left; font-size:80%;" | Weight:<br />
! style="text-align:left; font-weight:normal; font-size:80%;" | {{{Weight}}}<br />
|-<br />
! style="text-align:left; font-size:80%;" | Hair Color:<br />
! style="text-align:left; border-right:1px solid; font-weight:normal; font-size:80%;" | {{{Hair}}}<br />
! style="text-align:left; font-size:80%;" | Eye Color:<br />
! style="text-align:left; font-weight:normal; font-size:80%;" | {{{Eyes}}}<br />
|-<br />
! style="text-align:left; font-size:80%;" | Theme Song:<br />
! colspan="3" style="font-weight:normal; font-size:80%;" | {{{Song}}}<br />
|}<br />
{{#vardefine: charid | {{{Char_id}}}}} {{#set:Char_id={{{Char_id}}}}}<br />
==Profile==<br />
{{{Profile}}}<br />
==Advantages==<br />
===Defining===<br />
{{{Defining}}}<br />
<br />
===Significant===<br />
{{{Significant}}}<br />
<br />
===Minor===<br />
{{{Minor}}}<br />
<br />
==Disadvantages==<br />
{{{Disadvantages}}}<br />
<br />
==Logs==<br />
{{Character Logs}}<br />
<br />
==Cutscenes==<br />
{{Character Logs|Cutscenes}}<br />
<br />
[[Category:Characters]] [[Category:{{{Faction}}}]] [[Category:{{{Ranktype}}}]] [[Category:{{{Theme}}}]] [[Category:{{{Chartype}}}]]</div>Relianthttp://multiversemush.com/mw/index.php?title=Zero_Kiryu&diff=16482Zero Kiryu2020-06-29T03:53:12Z<p>Reliant: </p>
<hr />
<div>{{CharacterRedux<br />
|NameOnMUSH=Zero Kiryu<br />
|Color=#CC99CC<br />
|Char_id=527<br />
|Img=https://i.imgur.com/JqQaNKZ.png<br />
|FullName=Zero Kiryu<br />
|Gender=Male<br />
|Species=Human (Vampire)<br />
|Theme=Vampire Knight-1<br />
|Chartype=FC<br />
|Active=Active<br />
|Function=Vampire Hunter<br />
|Faction=Concord<br />
|Rank=4-Partner<br />
|Ranktype=Member<br />
|Groups=N/A<br />
|Quote="If... I don't hunt vampires at night, I feel like I'll do something horrible."<br />
|PAge=Young Adult<br />
|AAge=Young Adult<br />
|Aging=At A Crawl<br />
|Height=5'11"<br />
|Weight=151lbs<br />
|Hair=Silver<br />
|Eyes=Purple<br />
|Profile=As the last living remnant of a powerful family of vampire hunters, Zero is a young man whose life has been plagued with tragedy, loss, and absurd volumes of high school social drama. As an act of revenge against his family, Zero was transformed into a vampire as a boy, leaving behind a bundle of issues that would surely have been worse if not for Yuuki's efforts to ease his suffering during their childhood. A composed, intimidating exterior conceals a deeply wounded, but kind person who has become mired in hatred and resentment that does not altogether exclude Zero himself, or his loved ones. The revelation of Yuuki's origin as a pureblood shook him deeply, and he has immersed himself in his career as a vampire hunter ever since. Trained from a young age to hunt monsters and transformed into one himself, Zero is not only as adept as a professional soldier but also monstrously physically powerful. With his handgun Bloody Rose, he wades through foes like a demigod wreathed in thorny vines, unmatched by all but the most absurd enemies.<br />
|Defining=Test<br />
|Significant=x<br />
|Minor=x<br />
|Disadvantages=Dead Man's Mien: Zero has lived his life waiting to die. He speaks brusquely and without restraint for the sake of social mores or any other courtesy, and places little immediate value on his own existence in his actions. This shouldn't be mistaken as a death wish, but the effects aren't much different. In social situations he's unpleasant to deal with, and overall he's strongly inclined to over-reactionary or impulsive behavior.<br />
<br />
Vampiric Urges: Though he hides and suppresses his vampirism, Zero can't completely escape the physical realities of his condition and he neglects those realities more often than he doesn't. He suffers debilitatingly painful episodes when he doesn't drink blood, which is basically all the time. Blood tablets keep him from attacking people outright, but sites of bloodshed can distract and befuddle his senses. He spends most of his time in a hazy state of deleterious physical symptoms that superficially resemble flu symptoms. Needless to say, on top of everything else all of this makes his already awful temperament even less tolerable.<br />
<br />
Hunter's Brand: A tattoo on Zero's neck that helps suppress his vampiric nature. It's also a binding agent. A bracelet held by Yuuki Kuran has the ability to immobilize Zero by pressing the bracelet to the tattoo. It doesn't harm him by itself, but it does render him helpless until cancelled.<br />
}}<br />
{{CTable}} {{RTable}}<br />
<br />
{{#css: <br />
.CTable {border-spacing:0px; width:100%; text-align:left; padding:5px;}<br />
.CTable tr:nth-child(1) th {background-color: rgba(204,153,204,1); text-align:left; font-size:medium; color:black;}<br />
.CTable tr:nth-child(1) th:nth-last-child(1) {border-top-right-radius: 5px}<br />
.CTable tr:nth-child(1) th:nth-child(1) {border-top-left-radius: 5px;}<br />
.CTable tr:nth-last-child(1) td:nth-last-child(1) {border-bottom-right-radius: 5px}<br />
.CTable tr:nth-last-child(1) td:nth-child(1) {border-bottom-left-radius: 5px;}<br />
.CTable tr:nth-child(2n+2) {background-color: rgba(204,153,204,.4);}<br />
.CTable tr:nth-child(2n+1) {background-color: rgba(204,153,204,.2);}<br />
.CTable td,th {padding:0px 0px 0px 5px;}<br />
}}<br />
=Relationships=<br />
<br />
{| Class="CTable"<br />
! scope="col" | Name<br />
! scope="col" | Standing<br />
! scope="col" | Thoughts<br />
|-<br />
| [[Arthur Lowell]]<br />
| Mildly Positive<br />
| Loud but competent.<br />
|-<br />
| [[D]]<br />
| Old Rival<br />
| Attacked Yuuki because of the Interloper.<br />
|-<br />
| [[Sir Gawain]]<br />
| Indifferent<br />
| Strong.<br />
|-<br />
| [[Medusa Gorgon]]<br />
| Target<br />
| Interloper. Did something to make D attack Yuuki.<br />
|-<br />
| [[Milla Maxwell]]<br />
| Acquaintance<br />
| Somebody Yuuki wanted to help.<br />
|-<br />
| [[Priscilla]]<br />
| Long-term Acquaintance<br />
| Her interests are important to Yuuki.<br />
|-<br />
| [[Seifer Almasy]]<br />
| Ally<br />
| Good combatant.<br />
|-<br />
| [[Yuuki Kuran]]<br />
| Angst-Ridden Attraction<br />
| Useless.<br />
|-<br />
|}<br />
<br />
=Summary of Relationship with Yuuki=<br />
<div class="wikitable mw-collapsible mw-collapsed" style="background-color:#CC99CC;"><br />
CLICK TO EXPAND -><br />
<div class="mw-collapsible-content" style="background-color:#FFFFFF;"><br />
http://i.imgur.com/t9l7G6p.gif<br />
</div></div><br />
<br />
=Logs=<br />
<div class="wikitable mw-collapsible mw-collapsed" style="background-color:#CC99CC;"><br />
LOGS, CLICK TO EXPAND -><br />
<div class="mw-collapsible-content" style="background-color:#FFFFFF;"><br />
{{Character Logs}}<br />
{{Character Logs|Cutscenes}}<br />
{{#css:<br />
.LogTable {text-align:left; width:100%; table-layout:fixed; border-radius:5px;}<br />
.LogTable tbody {border-radius:5px;};<br />
.LogTable:nth-child(1) {border-top-left-radius:5px; border-top-right-radius:5px;}<br />
.LogTable tr:nth-child(1) {border-top-left-radius:5px; border-top-right-radius:5px;}<br />
.LogTable tr td:nth-child(1) {width: 20rem;}<br />
.LogTable tr td:nth-child(2) {width: 15rem;}<br />
.LogTable tr:nth-child(1) td:nth-child(1) {border-top-left-radius:5px; }<br />
.LogTable tr:nth-child(1) td:nth-child(3) {border-top-right-radius:5px; }<br />
.LogTable tr:nth-child(2n+1) {background-color: rgba(204,153,204,.4)}<br />
.LogTable tr:nth-child(2n) {background-color: rgba(204,153,204,.2)}<br />
.LogTable td { vertical-align:top; padding: 0px 0px 0px 5px;}<br />
.logTable tr:nth-last-child(1) {border-bottom-right-radius: 5px; border-bottom-left-radius: 5px;}<br />
.LogTable tr:nth-last-child(1) td:nth-child(1) {border-bottom-left-radius:5px;}<br />
.LogTable tr:nth-last-child(1) td:nth-last-child(1) {border-bottom-right-radius:5px;}<br />
.LogTable tr td:nth-child(odd) { word-wrap:break-word; text-overflow: ellipsis; white-space: nowrap; overflow: hidden; max-height:1.5em; height:1.5em; display:block;}<br />
.HeaderCell {padding: 0px 0px 0px 5px;}<br />
.HeaderCell:nth-child(1) {border-radius:5px 0px 0px 0px; width: 35%;}<br />
.HeaderCell:nth-child(2) {width: 10rem;}<br />
.HeaderCell:nth-child(3) {border-radius:0px 5px 0px 0px; width: 65%;}<br />
.LogRow { max-height:1em;}<br />
.LogRow:nth-child(1) {background-color: rgba(204,153,204,.5)}<br />
.LogRow:nth-child(2n+2) {background-color: rgba(204,153,204,.2)}<br />
.LogRow:nth-child(2n+3) {background-color: rgba(204,153,204,.3)}<br />
.LogCell { vertical-align:top; padding: 0px 0px 0px 5px; max-height:1em;}<br />
.LogRow:last-of-type td:nth-last-child(3) {border-radius:0px 0px 0px 5px}<br />
.LogRow:last-of-type td:nth-last-child(1) {border-radius:0px 0px 5px 0px;}<br />
.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;}<br />
}}<br />
</div></div><br />
<br />
=Soundtrack=<br />
<div class="wikitable mw-collapsible mw-collapsed" style="background-color:#CC99CC;"><br />
CLICK TO EXPAND -><br />
<div class="mw-collapsible-content" style="background-color:#FFFFFF;"><br />
{| Class="CTable"<br />
! scope="col" | Title<br />
! scope="col" | Artist<br />
! scope="col" | Subject<br />
|-<br />
| I've Got You Under My Skin<br />
| Frank Sinatra<br />
| Zero & Yuuki<br />
|-<br />
| Monster<br />
| Skillet<br />
| Himself<br />
|-<br />
| Enemy<br />
| Masterplan<br />
| Zero & D<br />
|}<br />
</div></div><br />
<br />
=Miscellaneous Information=<br />
<br />
* Zero's status as a vampire is privileged information, though not as locked down as some secrets. It's available to '''Concord Medical personnel''', but much like real life medical records accessing or discussing it outside of a need-to-know basis would be pretty illegal.<br />
<br />
* Zero's attitude towards children is visibly more agreeable than with other adults.</div>Relianthttp://multiversemush.com/mw/index.php?title=Template:CharacterNew&diff=16481Template:CharacterNew2020-06-29T03:18:50Z<p>Reliant: </p>
<hr />
<div>{| class="toccolours" style="width: 375px; float: right; margin-left:10px; margin-right:1px; margin-bottom:10px; text-align: left" cellspacing="2"<br />
|-<br />
! style="background:{{{Color|#0099FF}}}; border: 1px ridge; font-size: 110%;" align="center" colspan="4" | '''{{{NameOnMUSH}}}''' (Scenesys ID: '''{{{Char_id}}}''')<br />
|-<br />
! colspan="4" align="center" | <img src="{{{Img}}}" width="350"><br />
|-<br />
! style="background:{{{Color|#0099FF}}}; border: 1px ridge; font-size: 110%;" align="center" colspan="4" | '''Quote'''<br />
|-<br />
! colspan="4" align="center" | {{{Quote}}}<br />
|-<br />
|-<br />
! style="background:{{{Color|#0099FF}}}; border: 1px ridge; font-size: 110%;" align="center" colspan="4" | '''Profile'''<br />
|-<br />
! style="text-align:left" | Full Name:<br />
! colspan="3" style="font-weight:normal;" | {{{FullName}}}<br />
|-<br />
! style="text-align:left" | Gender:<br />
! colspan="3" style="font-weight:normal;" | {{{Gender}}}<br />
|-<br />
! style="text-align:left" | Species:<br />
! colspan="3" style="font-weight:normal;" | {{{Species}}}<br />
|-<br />
! style="text-align:left" | Theme:<br />
! colspan="3" style="font-weight:normal;" | ({{{Chartype}}}) [[{{{Theme}}}]]<br />
|-<br />
! style="text-align:left" | Function:<br />
! colspan="3" style="font-weight:normal;" | {{{Function}}}<br />
|-<br />
! style="text-align:left" | Status:<br />
! colspan="3" style="font-weight:normal;" | [[Status::{{{Active|Active}}}]]<br />
|-<br />
! style="background:{{{Color|#0099FF}}}; border: 1px ridge; font-size: 110%;" align="center" colspan="4" | '''Factional Information'''<br />
|-<br />
! style="text-align:left" | Faction:<br />
! colspan="3" style="font-weight:normal;" | [[{{{Faction}}}]] ({{{Rank}}})<br />
|-<br />
! style="text-align:left" | Groups:<br />
! colspan="3" style="font-weight:normal;" | {{{Groups}}}<br />
|-<br />
! style="background:{{{Color|#0099FF}}}; border: 1px ridge; font-size: 110%;" align="center" colspan="4" | '''Other Information'''<br />
|-<br />
! style="width: 80px; text-align:left; font-size:80%;" | Physical Age:<br />
! style="width: 107px; text-align:left; border-right:1px solid; font-weight:normal; font-size:80%;" | {{{PAge}}}<br />
! style="width: 80px; text-align:left; font-size:80%;" | Actual Age:<br />
! style="width: 107px; text-align:left; font-weight:normal; font-size:80%;" | {{{AAge}}}<br />
|-<br />
! style="text-align:left; font-size:80%;" | Still Aging?<br />
! style="text-align:left; border-right:1px solid; font-weight:normal; font-size:80%;" | {{{Aging}}}<br />
! style="text-align:left; font-size:80%;" | Voice Actor:<br />
! style="text-align:left; font-weight:normal; font-size:80%;" | {{{Voice|}}}<br />
|-<br />
! style="text-align:left; font-size:80%;" | Height:<br />
! style="text-align:left; border-right:1px solid; font-weight:normal; font-size:80%;" | {{{Height}}}<br />
! style="text-align:left; font-size:80%;" | Weight:<br />
! style="text-align:left; font-weight:normal; font-size:80%;" | {{{Weight}}}<br />
|-<br />
! style="text-align:left; font-size:80%;" | Hair Color:<br />
! style="text-align:left; border-right:1px solid; font-weight:normal; font-size:80%;" | {{{Hair}}}<br />
! style="text-align:left; font-size:80%;" | Eye Color:<br />
! style="text-align:left; font-weight:normal; font-size:80%;" | {{{Eyes}}}<br />
|-<br />
! style="text-align:left; font-size:80%;" | Theme Song:<br />
! colspan="3" style="font-weight:normal; font-size:80%;" | {{{Song}}}<br />
|}<br />
{{#vardefine: charid | {{{Char_id}}}}} {{#set:Char_id={{{Char_id}}}}}<br />
==Profile==<br />
{{{Profile}}}<br />
==Advantages==<br />
===Integral===<br />
<div class="wikitable mw-collapsible mw-collapsed" style="background-color:{{{Color|#0099FF}}};">INTEGRAL, CLICK TO EXPAND<div class="mw-collapsible-content" style="background-color:#FFFFFF;"><br />
{{{Defining}}}</div></div><br />
===Supporting===<br />
<div class="wikitable mw-collapsible mw-collapsed" style="background-color:{{{Color|#0099FF}}};">SUPPORTING, CLICK TO EXPAND<div class="mw-collapsible-content" style="background-color:#FFFFFF;"><br />
{{{Significant}}}</div></div><br />
==Disadvantages==<br />
<div class="wikitable mw-collapsible mw-collapsed" style="background-color:{{{Color|#0099FF}}};">DISADVANTAGES, CLICK TO EXPAND<div class="mw-collapsible-content" style="background-color:#FFFFFF;"><br />
{{{Disadvantages}}}</div></div><br />
==Logs==<br />
<div class="wikitable mw-collapsible mw-collapsed" style="background-color:{{{Color|#0099FF}}};">LOGS, CLICK TO EXPAND<div class="mw-collapsible-content" style="background-color:#FFFFFF;">{{Character Logs}}</div></div><br />
==Cutscenes==<br />
<div class="wikitable mw-collapsible mw-collapsed" style="background-color:{{{Color|#0099FF}}};">CUTSCENES, CLICK TO EXPAND<div class="mw-collapsible-content" style="background-color:#FFFFFF;">{{Character Logs|Cutscenes}}</div></div><br />
<br />
[[Category:Characters]] [[Category:{{{Faction}}}]] [[Category:{{{Ranktype}}}]] [[Category:{{{Theme}}}]] [[Category:{{{Chartype}}}]]</div>Relianthttp://multiversemush.com/mw/index.php?title=MediaWiki:Sidebar&diff=16480MediaWiki:Sidebar2020-06-27T04:32:23Z<p>Reliant: </p>
<hr />
<div><br />
* navigation<br />
** mainpage|mainpage-description<br />
** recentchanges-url|recentchanges<br />
* Calendar & Logs<br />
** Schedule_View|Scene Calendar<br />
** Cutscenes|Cutscenes<br />
** Logs|Logs<br />
** TinyPlots|TinyPlots<br />
* MUSH Rules & Information<br />
** Rules Index|Rules Index<br />
** Combat|Combat<br />
** Help Files|Help Files<br />
** Ad Exchange|Ad Exchange<br />
** FAQ|FAQ<br />
* Applications<br />
** Sample_Applications|Sample Applications<br />
** Character_Application|Character Application<br />
** Plot_Application|Plot Application<br />
** Upgrade_Application|Upgrade Application<br />
** Clerical_Application|Clerical Application<br />
** Csys_Application|Csys Application<br />
** Enhancement_Application|Enhancement Application<br />
* Character Pages & Themelistings<br />
** Making_A_Character_Page|How To Make A Character Page<br />
** Character_Index|Character Index<br />
* TOOLBOX</div>Relianthttp://multiversemush.com/mw/index.php?title=MediaWiki:Sidebar&diff=16479MediaWiki:Sidebar2020-06-27T04:31:59Z<p>Reliant: </p>
<hr />
<div><br />
* navigation<br />
** mainpage|mainpage-description<br />
** recentchanges-url|recentchanges<br />
* Calendar & Logs<br />
** Schedule_View|Scene Calendar<br />
** Cutscenes|Cutscenes<br />
** Logs|Logs<br />
** TinyPlots|TinyPlots<br />
* MUSH Rules & Information<br />
** Rules Index|Rules Index<br />
** Combat|Combat<br />
** Help Files|Help Files<br />
** FAQ|FAQ<br />
** Ad Exchange|Ad Exchange<br />
* Applications<br />
** Sample_Applications|Sample Applications<br />
** Character_Application|Character Application<br />
** Plot_Application|Plot Application<br />
** Upgrade_Application|Upgrade Application<br />
** Clerical_Application|Clerical Application<br />
** Csys_Application|Csys Application<br />
** Enhancement_Application|Enhancement Application<br />
* Character Pages & Themelistings<br />
** Making_A_Character_Page|How To Make A Character Page<br />
** Character_Index|Character Index<br />
* TOOLBOX</div>Relianthttp://multiversemush.com/mw/index.php?title=Ad_Exchange&diff=16478Ad Exchange2020-06-27T04:31:31Z<p>Reliant: </p>
<hr />
<div>Multiverse Crisis MUSH is a by-application multi-theme role playing game. We have a flexible chargen system, welcome nearly all source materials, including anime, video games, comic books, etc. We also welcome a variety of canon, alternate, mash-up, and original themes.<br />
<br />
The year is A.U. (After Unification) 30. It has been thirty years since the formation of the patchwork reality known as the Multiverse. In that time grand Multiverse-spanning organizations have risen, attempted to seize control of the warpgate network allowing practical travel over the impossibly vast distances of the Multiverse, and since fallen into ruin and memory. Multiverse Crisis MUSH takes place chiefly in the Multiverse's Sector Zero, encompassing what is commonly thought to be the primary site of Unification events and its immediate borders. Here, the surroundings are a constant churn of new unifications. Though the grand Empires and Coalitions that attempted to coalesce during the early life of the Multiverse have since collapsed under their own weight, there are still those who have banded together in cross-world organizations and associations.<br />
<br />
* The CONCORD is an organization that emphasizes the prerogative of the powerful to freely exercise their will. In a place as dangerous as the Multiverse, it is necessary for those in charge to have the extreme ability necessary to rise above extreme circumstances, and guarantee the safety, needs, and betterment of its people, as well as realize the full potential of a Multiverse of nearly infinite worlds.<br />
<br />
* The PALADINS serves as the premiere peacekeeping and crisis response corps of Sector Zero, backed by myriad states that wish to see the Multiverse ruled by its people, for the collective good of its people, and not only by the super-powerful. It wields its power within a structure of accountability and cooperation that overcomes disasters, anarchy, and tyranny wherever they appear, for the sake of the many who cannot.<br />
<br />
* The WATCH are a grassroots network of wildcards unified only loosely by a robust information network and a collective belief that some principles cannot be ignored. Its members don't all share the same sense of right and wrong, but it weighs their core beliefs above practicality and accountability alike, quickly and flexibly responding to any kind of injustice, but also being fractious and unpredictable, where the only thing to count on is each other.<br />
<br />
Website: https://multiversemush.com<br />
<br />
Connect: multiversemush.com:5001<br />
<br />
'''Copy/Pasteable Version'''<br />
<br />
Multiverse Crisis MUSH is a by-application multi-theme role playing game. We have a flexible chargen system, welcome nearly all source materials, including anime, video games, comic books, etc. We also welcome a variety of canon, alternate, mash-up, and original themes.%r%rThe year is A.U. (After Unification) 30. It has been thirty years since the formation of the patchwork reality known as the Multiverse. In that time grand Multiverse-spanning organizations have risen, attempted to seize control of the warpgate network allowing practical travel over the impossibly vast distances of the Multiverse, and since fallen into ruin and memory. Multiverse Crisis MUSH takes place chiefly in the Multiverse's Sector Zero, encompassing what is commonly thought to be the primary site of Unification events and its immediate borders. Here, the surroundings are a constant churn of new unifications. Though the grand Empires and Coalitions that attempted to coalesce during the early life of the Multiverse have since collapsed under their own weight, there are still those who have banded together in cross-world organizations and associations.%r%r* The CONCORD is an organization that emphasizes the prerogative of the powerful to freely exercise their will. In a place as dangerous as the Multiverse, it is necessary for those in charge to have the extreme ability necessary to rise above extreme circumstances, and guarantee the safety, needs, and betterment of its people, as well as realize the full potential of a Multiverse of nearly infinite worlds.%r%r* The PALADINS serves as the premiere peacekeeping and crisis response corps of Sector Zero, backed by myriad states that wish to see the Multiverse ruled by its people, for the collective good of its people, and not only by the super-powerful. It wields its power within a structure of accountability and cooperation that overcomes disasters, anarchy, and tyranny wherever they appear, for the sake of the many who cannot.%r%r* The WATCH are a grassroots network of wildcards unified only loosely by a robust information network and a collective belief that some principles cannot be ignored. Its members don't all share the same sense of right and wrong, but it weighs their core beliefs above practicality and accountability alike, quickly and flexibly responding to any kind of injustice, but also being fractious and unpredictable, where the only thing to count on is each other.%r%rWebsite: https://multiversemush.com%rConnect: multiversemush.com:5001%r%r<br />
<br />
<br />
----<br />
<br />
''This is Multiverse Crisis MUSH's ad, meant for use in ad exchanges. It is what you should post on your own MUSH when you're OK'd for an advertisement on board 18.''<br />
<br />
[[Category:News File]]</div>Relianthttp://multiversemush.com/mw/index.php?title=Ad_Exchange&diff=16477Ad Exchange2020-06-27T02:50:33Z<p>Reliant: </p>
<hr />
<div>Multiverse Crisis MUSH is a by-application multi-theme role playing game. We have a flexible chargen system, welcome nearly all source materials, including anime, video games, comic books, etc. We also welcome a variety of canon, alternate, mash-up, and original themes.<br />
<br />
The year is A.U. (After Unification) 30. It has been thirty years since the formation of the patchwork reality known as the Multiverse. In that time grand Multiverse-spanning organizations have risen, attempted to seize control of the warpgate network allowing practical travel over the impossibly vast distances of the Multiverse, and since fallen into ruin and memory. Multiverse Crisis MUSH takes place chiefly in the Multiverse's Sector Zero, encompassing what is commonly thought to be the primary site of Unification events and its immediate borders. Here, the surroundings are a constant churn of new unifications. Though the grand Empires and Coalitions that attempted to coalesce during the early life of the Multiverse have since collapsed under their own weight, there are still those who have banded together in cross-world organizations and associations.<br />
<br />
* The CONCORD is an organization that emphasizes the prerogative of the powerful to freely exercise their will. In a place as dangerous as the Multiverse, it is necessary for those in charge to have the extreme ability necessary to rise above extreme circumstances, and guarantee the safety, needs, and betterment of its people, as well as realize the full potential of a Multiverse of nearly infinite worlds.<br />
<br />
* The PALADINS serves as the premiere peacekeeping and crisis response corps of Sector Zero, backed by myriad states that wish to see the Multiverse ruled by its people, for the collective good of its people, and not only by the super-powerful. It wields its power within a structure of accountability and cooperation that overcomes disasters, anarchy, and tyranny wherever they appear, for the sake of the many who cannot.<br />
<br />
* The WATCH are a grassroots network of wildcards unified only loosely by a robust information network and a collective belief that some principles cannot be ignored. Its members don't all share the same sense of right and wrong, but it weighs their core beliefs above practicality and accountability alike, quickly and flexibly responding to any kind of injustice, but also being fractious and unpredictable, where the only thing to count on is each other.<br />
<br />
Website: https://multiversemush.com<br />
Connect: multiversemush.com:5001<br />
<br />
'''Copy/Pasteable Version'''<br />
<br />
Multiverse Crisis MUSH is a by-application multi-theme role playing game. We have a flexible chargen system, welcome nearly all source materials, including anime, video games, comic books, etc. We also welcome a variety of canon, alternate, mash-up, and original themes.%r%rThe year is A.U. (After Unification) 30. It has been thirty years since the formation of the patchwork reality known as the Multiverse. In that time grand Multiverse-spanning organizations have risen, attempted to seize control of the warpgate network allowing practical travel over the impossibly vast distances of the Multiverse, and since fallen into ruin and memory. Multiverse Crisis MUSH takes place chiefly in the Multiverse's Sector Zero, encompassing what is commonly thought to be the primary site of Unification events and its immediate borders. Here, the surroundings are a constant churn of new unifications. Though the grand Empires and Coalitions that attempted to coalesce during the early life of the Multiverse have since collapsed under their own weight, there are still those who have banded together in cross-world organizations and associations.%r%r* The CONCORD is an organization that emphasizes the prerogative of the powerful to freely exercise their will. In a place as dangerous as the Multiverse, it is necessary for those in charge to have the extreme ability necessary to rise above extreme circumstances, and guarantee the safety, needs, and betterment of its people, as well as realize the full potential of a Multiverse of nearly infinite worlds.%r%r* The PALADINS serves as the premiere peacekeeping and crisis response corps of Sector Zero, backed by myriad states that wish to see the Multiverse ruled by its people, for the collective good of its people, and not only by the super-powerful. It wields its power within a structure of accountability and cooperation that overcomes disasters, anarchy, and tyranny wherever they appear, for the sake of the many who cannot.%r%r* The WATCH are a grassroots network of wildcards unified only loosely by a robust information network and a collective belief that some principles cannot be ignored. Its members don't all share the same sense of right and wrong, but it weighs their core beliefs above practicality and accountability alike, quickly and flexibly responding to any kind of injustice, but also being fractious and unpredictable, where the only thing to count on is each other.%r%rWebsite: https://multiversemush.com%rConnect: multiversemush.com:5001%r%r<br />
<br />
<br />
----<br />
<br />
''This is Multiverse Crisis MUSH's ad, meant for use in ad exchanges. It is what you should post on your own MUSH when you're OK'd for an advertisement on board 18.''<br />
<br />
[[Category:News File]]</div>Relianthttp://multiversemush.com/mw/index.php?title=Template:CharacterRedux&diff=16447Template:CharacterRedux2020-04-03T00:36:21Z<p>Reliant: Reverted edits by Reliant (talk) to last revision by Shadoogie</p>
<hr />
<div>{| class="toccolours" style="width: 375px; float: right; margin-left:10px; margin-right:1px; margin-bottom:10px; text-align: left" cellspacing="2"<br />
|-<br />
! style="background:{{{Color|#0099FF}}}; border: 1px ridge; font-size: 110%;" align="center" colspan="4" | '''{{{NameOnMUSH}}}''' (Scenesys ID: '''{{{Char_id}}}''')<br />
|-<br />
! colspan="4" align="center" | <img src="{{{Img}}}" width="350"><br />
|-<br />
! style="background:{{{Color|#0099FF}}}; border: 1px ridge; font-size: 110%;" align="center" colspan="4" | '''Quote'''<br />
|-<br />
! colspan="4" align="center" | {{{Quote}}}<br />
|-<br />
|-<br />
! style="background:{{{Color|#0099FF}}}; border: 1px ridge; font-size: 110%;" align="center" colspan="4" | '''Profile'''<br />
|-<br />
! style="text-align:left" | Full Name:<br />
! colspan="3" style="font-weight:normal;" | {{{FullName}}}<br />
|-<br />
! style="text-align:left" | Gender:<br />
! colspan="3" style="font-weight:normal;" | {{{Gender}}}<br />
|-<br />
! style="text-align:left" | Species:<br />
! colspan="3" style="font-weight:normal;" | {{{Species}}}<br />
|-<br />
! style="text-align:left" | Theme:<br />
! colspan="3" style="font-weight:normal;" | ({{{Chartype}}}) [[{{{Theme}}}]]<br />
|-<br />
! style="text-align:left" | Function:<br />
! colspan="3" style="font-weight:normal;" | {{{Function}}}<br />
|-<br />
! style="text-align:left" | Status:<br />
! colspan="3" style="font-weight:normal;" | [[Status::{{{Active|Active}}}]]<br />
|-<br />
! style="background:{{{Color|#0099FF}}}; border: 1px ridge; font-size: 110%;" align="center" colspan="4" | '''Factional Information'''<br />
|-<br />
! style="text-align:left" | Faction:<br />
! colspan="3" style="font-weight:normal;" | [[{{{Faction}}}]] ({{{Rank}}})<br />
|-<br />
! style="text-align:left" | Groups:<br />
! colspan="3" style="font-weight:normal;" | {{{Groups}}}<br />
|-<br />
! style="background:{{{Color|#0099FF}}}; border: 1px ridge; font-size: 110%;" align="center" colspan="4" | '''Other Information'''<br />
|-<br />
! style="width: 80px; text-align:left; font-size:80%;" | Physical Age:<br />
! style="width: 107px; text-align:left; border-right:1px solid; font-weight:normal; font-size:80%;" | {{{PAge}}}<br />
! style="width: 80px; text-align:left; font-size:80%;" | Actual Age:<br />
! style="width: 107px; text-align:left; font-weight:normal; font-size:80%;" | {{{AAge}}}<br />
|-<br />
! style="text-align:left; font-size:80%;" | Still Aging?<br />
! style="text-align:left; border-right:1px solid; font-weight:normal; font-size:80%;" | {{{Aging}}}<br />
! style="text-align:left; font-size:80%;" | Voice Actor:<br />
! style="text-align:left; font-weight:normal; font-size:80%;" | {{{Voice|}}}<br />
|-<br />
! style="text-align:left; font-size:80%;" | Height:<br />
! style="text-align:left; border-right:1px solid; font-weight:normal; font-size:80%;" | {{{Height}}}<br />
! style="text-align:left; font-size:80%;" | Weight:<br />
! style="text-align:left; font-weight:normal; font-size:80%;" | {{{Weight}}}<br />
|-<br />
! style="text-align:left; font-size:80%;" | Hair Color:<br />
! style="text-align:left; border-right:1px solid; font-weight:normal; font-size:80%;" | {{{Hair}}}<br />
! style="text-align:left; font-size:80%;" | Eye Color:<br />
! style="text-align:left; font-weight:normal; font-size:80%;" | {{{Eyes}}}<br />
|-<br />
! style="text-align:left; font-size:80%;" | Theme Song:<br />
! colspan="3" style="font-weight:normal; font-size:80%;" | {{{Song}}}<br />
|}<br />
{{#vardefine: charid | {{{Char_id}}}}} {{#set:Char_id={{{Char_id}}}}}<br />
==Profile==<br />
{{{Profile}}}<br />
==Advantages==<br />
===Defining===<br />
<br />
<br />
===Significant===<br />
{{{Significant}}}<br />
<br />
===Minor===<br />
{{{Minor}}}<br />
<br />
==Disadvantages==<br />
{{{Disadvantages}}}<br />
<br />
==Logs==<br />
{{Character Logs}}<br />
<br />
==Cutscenes==<br />
{{Character Logs|Cutscenes}}<br />
<br />
[[Category:Characters]] [[Category:{{{Faction}}}]] [[Category:{{{Ranktype}}}]] [[Category:{{{Theme}}}]] [[Category:{{{Chartype}}}]]</div>Relianthttp://multiversemush.com/mw/index.php?title=Template:CharacterRedux&diff=16446Template:CharacterRedux2020-04-03T00:35:04Z<p>Reliant: /* Logs */</p>
<hr />
<div>{| class="toccolours" style="width: 375px; float: right; margin-left:10px; margin-right:1px; margin-bottom:10px; text-align: left" cellspacing="2"<br />
|-<br />
! style="background:{{{Color|#0099FF}}}; border: 1px ridge; font-size: 110%;" align="center" colspan="4" | '''{{{NameOnMUSH}}}''' (Scenesys ID: '''{{{Char_id}}}''')<br />
|-<br />
! colspan="4" align="center" | <img src="{{{Img}}}" width="350"><br />
|-<br />
! style="background:{{{Color|#0099FF}}}; border: 1px ridge; font-size: 110%;" align="center" colspan="4" | '''Quote'''<br />
|-<br />
! colspan="4" align="center" | {{{Quote}}}<br />
|-<br />
|-<br />
! style="background:{{{Color|#0099FF}}}; border: 1px ridge; font-size: 110%;" align="center" colspan="4" | '''Profile'''<br />
|-<br />
! style="text-align:left" | Full Name:<br />
! colspan="3" style="font-weight:normal;" | {{{FullName}}}<br />
|-<br />
! style="text-align:left" | Gender:<br />
! colspan="3" style="font-weight:normal;" | {{{Gender}}}<br />
|-<br />
! style="text-align:left" | Species:<br />
! colspan="3" style="font-weight:normal;" | {{{Species}}}<br />
|-<br />
! style="text-align:left" | Theme:<br />
! colspan="3" style="font-weight:normal;" | ({{{Chartype}}}) [[{{{Theme}}}]]<br />
|-<br />
! style="text-align:left" | Function:<br />
! colspan="3" style="font-weight:normal;" | {{{Function}}}<br />
|-<br />
! style="text-align:left" | Status:<br />
! colspan="3" style="font-weight:normal;" | [[Status::{{{Active|Active}}}]]<br />
|-<br />
! style="background:{{{Color|#0099FF}}}; border: 1px ridge; font-size: 110%;" align="center" colspan="4" | '''Factional Information'''<br />
|-<br />
! style="text-align:left" | Faction:<br />
! colspan="3" style="font-weight:normal;" | [[{{{Faction}}}]] ({{{Rank}}})<br />
|-<br />
! style="text-align:left" | Groups:<br />
! colspan="3" style="font-weight:normal;" | {{{Groups}}}<br />
|-<br />
! style="background:{{{Color|#0099FF}}}; border: 1px ridge; font-size: 110%;" align="center" colspan="4" | '''Other Information'''<br />
|-<br />
! style="width: 80px; text-align:left; font-size:80%;" | Physical Age:<br />
! style="width: 107px; text-align:left; border-right:1px solid; font-weight:normal; font-size:80%;" | {{{PAge}}}<br />
! style="width: 80px; text-align:left; font-size:80%;" | Actual Age:<br />
! style="width: 107px; text-align:left; font-weight:normal; font-size:80%;" | {{{AAge}}}<br />
|-<br />
! style="text-align:left; font-size:80%;" | Still Aging?<br />
! style="text-align:left; border-right:1px solid; font-weight:normal; font-size:80%;" | {{{Aging}}}<br />
! style="text-align:left; font-size:80%;" | Voice Actor:<br />
! style="text-align:left; font-weight:normal; font-size:80%;" | {{{Voice|}}}<br />
|-<br />
! style="text-align:left; font-size:80%;" | Height:<br />
! style="text-align:left; border-right:1px solid; font-weight:normal; font-size:80%;" | {{{Height}}}<br />
! style="text-align:left; font-size:80%;" | Weight:<br />
! style="text-align:left; font-weight:normal; font-size:80%;" | {{{Weight}}}<br />
|-<br />
! style="text-align:left; font-size:80%;" | Hair Color:<br />
! style="text-align:left; border-right:1px solid; font-weight:normal; font-size:80%;" | {{{Hair}}}<br />
! style="text-align:left; font-size:80%;" | Eye Color:<br />
! style="text-align:left; font-weight:normal; font-size:80%;" | {{{Eyes}}}<br />
|-<br />
! style="text-align:left; font-size:80%;" | Theme Song:<br />
! colspan="3" style="font-weight:normal; font-size:80%;" | {{{Song}}}<br />
|}<br />
{{#vardefine: charid | {{{Char_id}}}}} {{#set:Char_id={{{Char_id}}}}}<br />
==Profile==<br />
{{{Profile}}}<br />
==Advantages==<br />
===Defining===<br />
{{{Defining}}}<br />
<br />
===Significant===<br />
{{{Significant}}}<br />
<br />
===Minor===<br />
{{{Minor}}}<br />
<br />
==Disadvantages==<br />
{{{Disadvantages}}}<br />
<br />
==Logs==<br />
<br />
==Cutscenes==<br />
{{Character Logs|Cutscenes}}<br />
<br />
[[Category:Characters]] [[Category:{{{Faction}}}]] [[Category:{{{Ranktype}}}]] [[Category:{{{Theme}}}]] [[Category:{{{Chartype}}}]]</div>Relianthttp://multiversemush.com/mw/index.php?title=Power_Copy&diff=16433Power Copy2020-02-23T04:57:57Z<p>Reliant: </p>
<hr />
<div>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.<br />
<br />
# 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.<br />
# Copied Advantages may not be shared through Share Powers, or Contract.<br />
# These Advantages cannot be copied, or shared through Share Powers or Contract: Immortality, NPCs, Quantum Solution, Resurrection, Share Powers, and Split Actions. As a notable exception, '''Contract is explicitly allowed''' to share Immortality and Intrusion Immunity.<br />
# 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.<br />
# Neither Power Copy or Contract can be put into force "off-screen."<br />
# No PC or NPC may be held to more than one Contract at a time, unless a second contract is purely punitive.<br />
==Power Copy - Derivative==<br />
Derivative Power Copy is a limited-scope ability to steal an attack or similar limited-scope "something" 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.<br />
<br />
Note that this is not the same as four ''USES''.<br />
<br />
==Power Copy - Mirror== <br />
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 "what you get". 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. <br />
<br />
Note that this is not the same as three ''USES''.<br />
<br />
==Contracts==<br />
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'''.<br />
<br />
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.<br />
<br />
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 ●●●●●.<br />
<br />
Contracted Advantages are '''not subject to the consent of the beneficiary'''. They may be withdrawn by the benefactor at any time.<br />
<br />
<br />
----<br />
<br />
[[Category:News]]</div>Relianthttp://multiversemush.com/mw/index.php?title=Power_Copy&diff=16432Power Copy2020-02-23T04:57:36Z<p>Reliant: </p>
<hr />
<div>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.<br />
<br />
# 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.<br />
# Copied Advantages may not be shared through Share Powers, or Contract.<br />
# These Advantages cannot be copied, or shared through Share Powers or Contract: Immortality, NPCs, Quantum Solution, Resurrection, Share Powers, and Split Actions. '''Contract is explicitly allowed''' to share Immortality and Intrusion Immunity.<br />
# 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.<br />
# Neither Power Copy or Contract can be put into force "off-screen."<br />
# No PC or NPC may be held to more than one Contract at a time, unless a second contract is purely punitive.<br />
==Power Copy - Derivative==<br />
Derivative Power Copy is a limited-scope ability to steal an attack or similar limited-scope "something" 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.<br />
<br />
Note that this is not the same as four ''USES''.<br />
<br />
==Power Copy - Mirror== <br />
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 "what you get". 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. <br />
<br />
Note that this is not the same as three ''USES''.<br />
<br />
==Contracts==<br />
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'''.<br />
<br />
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.<br />
<br />
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 ●●●●●.<br />
<br />
Contracted Advantages are '''not subject to the consent of the beneficiary'''. They may be withdrawn by the benefactor at any time.<br />
<br />
<br />
----<br />
<br />
[[Category:News]]</div>Relianthttp://multiversemush.com/mw/index.php?title=Power_Copy&diff=16431Power Copy2020-02-23T04:56:14Z<p>Reliant: </p>
<hr />
<div>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.<br />
<br />
# 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.<br />
# Copied Advantages may not be shared through Share Powers, or Contract.<br />
# These Advantages cannot be copied, or shared through Share Powers or Contract: Immortality, NPCs, Quantum Solution, Resurrection, Share Powers, and Split Actions. Additionally, Immortality and Intrusion Immunity '''can be shared with Contract''', but not with Share Power.<br />
# 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.<br />
# Neither Power Copy or Contract can be put into force "off-screen."<br />
# No PC or NPC may be held to more than one Contract at a time, unless a second contract is purely punitive.<br />
==Power Copy - Derivative==<br />
Derivative Power Copy is a limited-scope ability to steal an attack or similar limited-scope "something" 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.<br />
<br />
Note that this is not the same as four ''USES''.<br />
<br />
==Power Copy - Mirror== <br />
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 "what you get". 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. <br />
<br />
Note that this is not the same as three ''USES''.<br />
<br />
==Contracts==<br />
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'''.<br />
<br />
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.<br />
<br />
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 ●●●●●.<br />
<br />
Contracted Advantages are '''not subject to the consent of the beneficiary'''. They may be withdrawn by the benefactor at any time.<br />
<br />
<br />
----<br />
<br />
[[Category:News]]</div>Relianthttp://multiversemush.com/mw/index.php?title=Power_Copy&diff=16430Power Copy2020-02-23T04:54:55Z<p>Reliant: </p>
<hr />
<div>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.<br />
<br />
# 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.<br />
# Copied Advantages may not be shared through Share Powers, or Contract.<br />
# These Advantages cannot be copied, or shared through Share Powers or Contract: Immortality, NPCs, Quantum Solution, Resurrection, Share Powers, and Split Actions. Immortality and Intrusion Immunity can, however, be granted through Contract.<br />
# 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.<br />
# Neither Power Copy or Contract can be put into force "off-screen."<br />
# No PC or NPC may be held to more than one Contract at a time, unless a second contract is purely punitive.<br />
==Power Copy - Derivative==<br />
Derivative Power Copy is a limited-scope ability to steal an attack or similar limited-scope "something" 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.<br />
<br />
Note that this is not the same as four ''USES''.<br />
<br />
==Power Copy - Mirror== <br />
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 "what you get". 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. <br />
<br />
Note that this is not the same as three ''USES''.<br />
<br />
==Contracts==<br />
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'''.<br />
<br />
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.<br />
<br />
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 ●●●●●.<br />
<br />
Contracted Advantages are '''not subject to the consent of the beneficiary'''. They may be withdrawn by the benefactor at any time.<br />
<br />
<br />
----<br />
<br />
[[Category:News]]</div>Relianthttp://multiversemush.com/mw/index.php?title=Power_Copy&diff=16429Power Copy2020-02-23T04:54:32Z<p>Reliant: </p>
<hr />
<div>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.<br />
<br />
# 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.<br />
# Copied Advantages may not be shared through Share Powers, or Contract.<br />
# These Advantages cannot be copied, or shared through Share Powers or Contract: Immortality, NPCs, Quantum Solution, Resurrection, Share Powers, and Split Actions. Immortality and Intrusion Immunity '''can be granted through Contract'''.<br />
# 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.<br />
# Neither Power Copy or Contract can be put into force "off-screen."<br />
# No PC or NPC may be held to more than one Contract at a time, unless a second contract is purely punitive.<br />
==Power Copy - Derivative==<br />
Derivative Power Copy is a limited-scope ability to steal an attack or similar limited-scope "something" 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.<br />
<br />
Note that this is not the same as four ''USES''.<br />
<br />
==Power Copy - Mirror== <br />
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 "what you get". 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. <br />
<br />
Note that this is not the same as three ''USES''.<br />
<br />
==Contracts==<br />
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'''.<br />
<br />
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.<br />
<br />
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 ●●●●●.<br />
<br />
Contracted Advantages are '''not subject to the consent of the beneficiary'''. They may be withdrawn by the benefactor at any time.<br />
<br />
<br />
----<br />
<br />
[[Category:News]]</div>Relianthttp://multiversemush.com/mw/index.php?title=Power_Copy&diff=16428Power Copy2020-02-23T04:54:00Z<p>Reliant: </p>
<hr />
<div>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.<br />
<br />
# 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.<br />
# Copied Advantages may not be shared through Share Powers, or Contract.<br />
# These Advantages cannot be copied, or shared through Share Powers or Contract: Immortality, NPCs, Quantum Solution, Resurrection, Share Powers, and Split Actions. Immortality and Intrusion Immunity can be granted through Contract, but not lent through Share Powers.<br />
# 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.<br />
# Neither Power Copy or Contract can be put into force "off-screen."<br />
# No PC or NPC may be held to more than one Contract at a time, unless a second contract is purely punitive.<br />
==Power Copy - Derivative==<br />
Derivative Power Copy is a limited-scope ability to steal an attack or similar limited-scope "something" 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.<br />
<br />
Note that this is not the same as four ''USES''.<br />
<br />
==Power Copy - Mirror== <br />
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 "what you get". 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. <br />
<br />
Note that this is not the same as three ''USES''.<br />
<br />
==Contracts==<br />
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'''.<br />
<br />
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.<br />
<br />
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 ●●●●●.<br />
<br />
Contracted Advantages are '''not subject to the consent of the beneficiary'''. They may be withdrawn by the benefactor at any time.<br />
<br />
<br />
----<br />
<br />
[[Category:News]]</div>Relianthttp://multiversemush.com/mw/index.php?title=Power_Copy&diff=16427Power Copy2020-02-23T04:52:07Z<p>Reliant: </p>
<hr />
<div>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.<br />
<br />
# 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.<br />
# Copied Advantages may not be shared through Share Powers, or Contract.<br />
# These Advantages cannot be copied, or shared through Share Powers or Contract: Immortality, NPCs, Quantum Solution, Resurrection, Share Powers, and Split Actions. '''One exception applies:''' Immortality can be granted through Contract. Additionally, Intrusion Immunity cannot be lent through Share Powers, but can be Contracted.<br />
# 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.<br />
# Neither Power Copy or Contract can be put into force "off-screen."<br />
# No PC or NPC may be held to more than one Contract at a time, unless a second contract is purely punitive.<br />
==Power Copy - Derivative==<br />
Derivative Power Copy is a limited-scope ability to steal an attack or similar limited-scope "something" 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.<br />
<br />
Note that this is not the same as four ''USES''.<br />
<br />
==Power Copy - Mirror== <br />
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 "what you get". 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. <br />
<br />
Note that this is not the same as three ''USES''.<br />
<br />
==Contracts==<br />
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'''.<br />
<br />
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.<br />
<br />
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 ●●●●●.<br />
<br />
Contracted Advantages are '''not subject to the consent of the beneficiary'''. They may be withdrawn by the benefactor at any time.<br />
<br />
<br />
----<br />
<br />
[[Category:News]]</div>Relianthttp://multiversemush.com/mw/index.php?title=Power_Copy&diff=16426Power Copy2020-02-23T04:51:27Z<p>Reliant: </p>
<hr />
<div>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.<br />
<br />
# 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.<br />
# Copied Advantages may not be shared through Share Powers, or Contract.<br />
# These Advantages cannot be copied, or shared through Share Powers or Contract: Immortality, NPCs, Quantum Solution, Resurrection, Share Powers, and Split Actions. '''One exception applies:''' Immortality can be granted through Contract.<br />
# Intrusion Immunity cannot be lent through '''Share Powers''', but can be Contracted.<br />
# 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.<br />
# Neither Power Copy or Contract can be put into force "off-screen."<br />
# No PC or NPC may be held to more than one Contract at a time, unless a second contract is purely punitive.<br />
==Power Copy - Derivative==<br />
Derivative Power Copy is a limited-scope ability to steal an attack or similar limited-scope "something" 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.<br />
<br />
Note that this is not the same as four ''USES''.<br />
<br />
==Power Copy - Mirror== <br />
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 "what you get". 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. <br />
<br />
Note that this is not the same as three ''USES''.<br />
<br />
==Contracts==<br />
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'''.<br />
<br />
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.<br />
<br />
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 ●●●●●.<br />
<br />
Contracted Advantages are '''not subject to the consent of the beneficiary'''. They may be withdrawn by the benefactor at any time.<br />
<br />
<br />
----<br />
<br />
[[Category:News]]</div>Relianthttp://multiversemush.com/mw/index.php?title=Power_Copy&diff=16399Power Copy2020-02-18T03:12:36Z<p>Reliant: /* Contracts - Collateral/Exchange */</p>
<hr />
<div>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.<br />
<br />
# 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.<br />
# Copied Advantages may not be shared through Share Powers, or Contract.<br />
# These Advantages cannot be copied, or shared through Share Powers or Contract: Immortality, NPCs, Quantum Solution, Resurrection, Share Powers, and Split Actions. '''One exception applies:''' Immortality can be granted through Contract.<br />
# 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.<br />
# Neither Power Copy or Contract can be put into force "off-screen."<br />
# No PC or NPC may be held to more than one Contract at a time, unless a second contract is purely punitive.<br />
==Power Copy - Derivative==<br />
Derivative Power Copy is a limited-scope ability to steal an attack or similar limited-scope "something" 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.<br />
<br />
Note that this is not the same as four ''USES''.<br />
<br />
==Power Copy - Mirror== <br />
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 "what you get". 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. <br />
<br />
Note that this is not the same as three ''USES''.<br />
<br />
==Contracts - Collateral/Exchange==<br />
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'''.<br />
<br />
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.<br />
<br />
Exchange Contracts establish terms under which the Contract is validated, and the conferred Advantages are activated.<br />
<br />
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 ●●●●●.<br />
<br />
Contracted Advantages are '''not subject to the consent of the beneficiary'''. They may be withdrawn by the benefactor at any time.<br />
<br />
<br />
----<br />
<br />
[[Category:News]]</div>Relianthttp://multiversemush.com/mw/index.php?title=Advantages&diff=16398Advantages2020-02-18T03:11:33Z<p>Reliant: </p>
<hr />
<div>__toc__<br />
<br />
=What Advantages Are=<br />
<br />
The Advantages system here is how MCM represents the nearly infinite number of potential powers, assets, abilities, and skills that characters can bring to a game like ours. Rather than require that players write up a pitch for all the things they want and ask staff "please", or detailing out an incredibly crunchy mechanical system instead, MCM concerns itself with two things:<br />
<br />
'''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.<br />
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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.<br />
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Using the framework below, a player maps out the major things that the character can do, in the sense of "stunts", "special actions", "contextual buttons", etc. irrespective of the means by which the character accomplishes them. As long as those check out with the system, the details, description, and flavor they want are all basically free.<br />
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In essence, the Advantage system keeps things simple, accessible, and objective, by having players apply for Effect instead of Cause. If a character's Advantages satisfy the relevant rules, they pass.<br />
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==Advantage Structure==<br />
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The central resource and metric of the Advantage system is a character to character value called Pips (●s). Each character has a total number of Pips to divide up amongst all of their Advantages, which determines how many they have, and how potent each of them is. Pips don't strictly represent "Advantage power", but rather indicate where the character's focus is, which Advantages are most important, and how much narrative impact they have. That is to say, a titanic dragon character who easily can throw boulders around, but only invested one Pip into their super strength, has less scene-solving, strength-related clout than a Captain America who put in three, and they would be a narrative underdog in a test of raw strength between the two, through whatever clever or heroic lens the latter devises. To help get the idea of how many Pips buys what, the rough guideline is:<br />
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●: A one Pip Advantage is a trait, tool, ability, or skill, suitable for solving problems outside the scope of what an average person can handle. The character can expect to successfully deal with minor and moderate challenges, but struggle to deal with serious obstacles with only these Advantages.<br />
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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.''<br />
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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.<br />
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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.''<br />
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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.<br />
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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.''<br />
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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.<br />
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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.''<br />
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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.<br />
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''Note: In as far as MCM tracks any kind of mechanical Advantage resolution, hard policy is that '''all problems within the scope of a scene are three Pip-resolvable at most'''. Advantages past three Pips are '''always "extra"'''; the only new functionality they enable is self-starting, out of scope ideas.''<br />
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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.''<br />
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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.<br />
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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.<br />
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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.<br />
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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 ●●●.<br />
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In addition to its Pip rating, all Advantages are given descriptive text, referred to as trappings. The trappings of an Advantage are basically the free space in which a player describes the traits/powers/items/skills/assets/etc. that the Advantage comes from, and gets to talk about what the Advantage looks like and how it works. There are a few rules that must be followed when writing Advantage trappings <link to the section>, but otherwise, the player can write whatever they like.<br />
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==Applying for Advantages==<br />
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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.<br />
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Split your advantages between the Integral and Supporting sections as you see fit; the section names are only descriptive. Each section has a maximum text limit of '''3800''' characters, including spaces, pips, etc. You can easily check this with the word count feature of any word processor.<br />
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Trappings should '''not use theme-specific jargon'''. A player who is unfamiliar with your theme should be able to understand what they mean. You may briefly explain any exclusive or unique terms within the trapping itself if the jargon is essential to include.<br />
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Trappings should also keep in mind language appropriate to the Advantage's level. Describing being a "Peerless master swordsman, unmatched by any man" on a ● Advantage is self-evidently dumb.<br />
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''.<br />
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An Advantage marked '''Protected''' is an Advantage that guarantees a certain amount of extra player leeway on the receiving end, due to being recognized as having the potential to be highly dictatorial, invasive, or un-fun when given the fullest possible weight of our "something happens is better than nothing happens" policy. When Protected-marked Advantages are used on a PC, that player is never obligated to provide anything more than "something to work with", if appropriate, as a result; pressuring a player to accept all intended consequences of the Advantage can be considered abuse.<br />
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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 ●, and don't count towards the limit on Advantages over ●●●.<br />
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=Advantage Formatting=<br />
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A complete Advantage grouping looks like:<br />
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Black Magic:<br />
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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.<br />
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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.<br />
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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.<br />
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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.<br />
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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.<br />
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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''.<br />
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==Minimum Expectation==<br />
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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.<br />
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==Non-Advantages==<br />
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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.<br />
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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.<br />
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==Redundant Advantages==<br />
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.<br />
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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.<br />
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=Advantages A-K=<br />
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'''Advantages A-K'''<br />
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{| class="LogTable"<br />
|- class="LogRow"<br />
! class=HeaderCell | Designation<br />
! class=HeaderCell | Trappings<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Adaptation'''<br />
{{!}} class="LogCell" {{!}} The character is less affected by the hazards of hostile environments, such as hard vacuum, crushing pressure, lethal heat or cold, deadly radiation, etc. or specific exotic threats ambient to a locale, like Toukiden's Miasma, the Abyss of Dark Souls, or the Wyld from Exalted.<br><br />
'''Required:''' What kinds of environments the character can mitigate. This list should be comprehensive, and not implicit, wherever possible.<br><br />
'''Investment:''' A broader range of environments, and/or greater protective strength against them.<br><br />
'''Related:''' Adaptation confers protection, not capability. You still require '''Flight''' to fly through space, '''Mobility''' to burrow through desert sand, etc.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Analysis'''<br />
{{!}} class="LogCell" {{!}} The character can examine targets of their attention and gain useful information about them that wouldn't normally be discernible. High tech scanners, psychometry, and detection spells are obvious examples, but things like determining someone's recent activities by smell or instantly analyzing a robot with intuitive genius are also valid ones.<br><br />
'''Required:''' What targets are valid for Analysis (people, machines, landmarks, etc.) and what information they get from them (functions, elemental alignment, origins, weaknesses, etc.).<br><br />
'''Investment:''' Information of greater breadth, detail, and/or obscurity.<br><br />
'''Related:''' Analysis is a targeted examination of something. To pick up on cues inherent to the locale, see '''Extraordinary Senses'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Anti - Power Genre'''<br />
{{!}} class="LogCell" {{!}} The character can dampen, counter, nullify, or otherwise interfere with the use of some kind of power in their presence. Counterspells, disenchantment, teleportation shields, psionic suppression fields, etc. are common examples.<br><br />
'''Required:''' A well-defined "genre" of power that this Advantage applies to which is significantly more specific than universal catchalls like "magic" or "technology", and at least implicitly how another character would get around it (for instance, moving out of a suppression field).<br><br />
'''Protected:''' Always.<br><br />
'''Investment:''' Stronger interference.<br><br />
'''Related:''' This Advantage interferes with other actors using their powers, and does not personally protect the character from being affected. See '''Resistance''' for personal protection.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Arsenal - Melee/Ranged/Named'''<br />
{{!}} class="LogCell" {{!}} The character has one or more attacks, whether through weapons, magic, technology, natural abilities, or special techniques, that are specialized to them and likely unusually powerful or complex when compared to the arsenals of combat characters of their theme archetype. The character may have a short list of favored or iconic attacks, or even just one or two that are extra important, but the idea is that the character has some degree of special emphasis on a narrow selection of them. The character is presumed to be competent enough in using them to make them effective in combat, but mainly, these specific attacks are either extra powerful and damaging for an attack of their rating, or they possess some complex and dangerous form of delivery mechanism, damage type, special gimmick, etc. The narrower the range, the more powerful the individual attack sources can be, or the more elaborate the gimmick.<br><br />
'''Required:''' A clearly defined and limited selection of damage-dealing abilities. They should be described as inclusively as possible, instead of using implicit bounding. Many different sources of the same kind of attack, such as many different guns that all shoot the same homing trickshot smart bullets, are fine as long as the attack itself is defined.<br><br />
'''Credit:''' ● to an Arsenal - Melee if the character possesses at least ●● Arsenal - Ranged, or ● to Arsenal - Ranged if the character possesses at least ●● Arsenal - Melee.<br><br />
'''Investment:''' More powerful or more complex special attacks.<br><br />
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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.<br><br />
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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.<br><br />
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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.<br><br />
'''Related:''' Not every character that can fight will need Arsenal to represent it. The majority of characters lean on '''Combat Options''', which provides a very broad variety of many attacks for less Pips than Arsenal, though of less especial complexity, or '''Weapon Mastery''', which provides various manners of effective attacks and stunts that the chosen weapon or weapons could be used to pull off.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Bane - Target'''<br />
{{!}} class="LogCell" {{!}} The character is readily able to exploit the weaknesses, flaws, nature, or behaviors of a specific archetype of enemy. They might habitually carry specialist gear, such as silver bullets, garlic, cold iron, etc. or they might simply be an accomplished specialist at fighting a certain kind of foe, or in some cases, they might have some ability that reacts especially effectively with certain targets. A World of Darkness hunting urban supernatural evils with silver, fire, and True Faith is an example, as is Geralt of Riviera from the Witcher and his encyclopedia of tactics and poisons to use against monsters of folklore.<br><br />
'''Required:''' A clearly defined and coherent archetype of applicable enemy. There are examples further down the page.<br><br />
'''Credit:''' ● for no more than two Banes.<br><br />
'''Investment:''' More severe effects against the chosen enemy type, clearly in service of "fighting an enemy".<br><br />
Minimum ●<br><br />
'''Related:''' The trope kind of expertise that usually goes with the "monster hunter" archetype is easily represented with '''Analysis''' or '''Knowledge'''. A Bane doesn't give them special information about a target.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Buffs'''<br />
{{!}} class="LogCell" {{!}} The character possesses means to improve the the overall effectiveness of individuals or groups when engaged in certain tasks, whether through magic, science, psychic powers, supernatural leadership, etc. The targets (including the character) don't gain a specific new ability, but their efforts are enhanced directly, such as their combat efforts being enhanced by various attack and defense buffs, or their hacking efforts enhanced by a technopathic overclock, or magical efforts enhanced by the character serving as a magic battery or amplifier.<br><br />
'''Required:''' The specific arena(s) of effort the character can improve upon.<br><br />
'''Investment:''' More powerful buffs, and/or slightly broader applicable tasks.<br><br />
'''Related:''' The thing that fully gives other characters full Advantages is '''Share Powers'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Combat Options'''<br />
{{!}} class="LogCell" {{!}} The character possesses a variety of means with which to straightforwardly attack and deal damage, whether they be weapons, spells, natural abilities, psionic or elemental powers, etc. This Advantage can encompass very large numbers of different attacks and techniques at little cost, and is in fact intended to make it easy to buy up full lists of things like elemental blasts, firearms and explosives, etc. in one go, but its sole purpose is dealing damage. These attacks have no extra effects, and the maximum level of unique delivery or behavior they can come with is defined roughly at "a heat seeking missile" or "chain lightning". The character is presumed to be competent enough at using this Advantage to be an effective attacker.<br><br />
'''Required:''' A list of the types of attacks the character has access to, which need not be exhaustive, but must clearly indicate the limits of its thematic breadth and reach.<br><br />
'''Investment:''' A broader range of attack themes and types, and/or more powerful and impressive attacks.<br><br />
'''Related:''' Attacks with major gimmicks or heavy individual importance fall under '''Arsenal'''. Attacks that cause status effects will likely use or include '''Debilitation'''. Significant all-around skill with specific weapons or combat styles falls under '''Weapon Mastery'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Communication'''<br />
{{!}} class="LogCell" {{!}} The character can make themselves understood regardless of the entity they're speaking to, as long as it has the intelligence to process the concepts they are communicating. Likewise, the character can perfectly comprehend the closest thing to communication that their partner has. They may be able to apply this to written languages as well.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' This Advantage can only be purchased for ●<br><br />
'''Related:''' To intuit information that another entity isn't communicating, '''Mind Reading''' or '''Mental Intrusion''' is usually appropriate. Lifting information from things that don't communicate at all is usually doable with '''Hint'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Contract - Collateral/Exchange'''<br />
{{!}} class="LogCell" {{!}} The character can forge agreements with other entities that establish specific terms between them, by which violating them inflicts some sort of punishment, and/or succeeding provides some sort of reward Faustian bargains with devils, boons and curses granted by gods, or various magical geases, can fall here. The full workings of Contract are explained in [[Power Copy|this article]].<br><br />
'''Required:''' ●<br><br />
'''Protected:''' Always.<br><br />
'''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.<br><br />
'''Related:''' The means by which a character can always give out as many benefits as they want, provided they are at the scene itself, is still '''Share Powers'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Conveniences'''<br />
{{!}} class="LogCell" {{!}} The character has access to one or more convenient gadgets or powers that make their life a little easier, defined as not being significantly more potent than "what a middle-class citizen of New York would carry on their person", such as having telepathic communication instead of a cellphone, or an eidetic memory for Google search-type trivia instead of a laptop.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' The Advantage can only be an Incidental Advantage. It's little more than a flavorful and occasionally very niche twist on Non-Advantages.<br><br />
'''Related:''' Having casual access to normal items of a significant grade of utility frequently entails '''Wealth''', or an associated '''Skill''' with which it'd be used, such as a '''Skill''' in medicine to have automatic access to professional medical equipment as a prerequisite.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Cure'''<br />
{{!}} class="LogCell" {{!}} The character can treat others to heal or dispel harmful abnormalities and afflictions. These afflictions may be physical, but also possibly mental or magical, like dispelling curses or curing madness. Curing someone doesn't treat the basic effects of "taking damage", beyond perhaps pain. Final Fantasy' Esuna spell and Pokemon's status clearing items are examples.<br><br />
'''Required:''' The scope of the variety of abnormalities and afflictions the character can cure. This may be a little open ended by necessity, but must be clearly limited.<br><br />
'''Investment:''' A greater breadth of curable maladies and/or greater efficacy in curing severe ones.<br><br />
'''Related:''' If you're looking to heal someone from the damage they've taken, '''Healing''' is it. If the character themself shrugs off status effects on their person, see '''Immunize'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Debilitation'''<br />
{{!}} class="LogCell" {{!}} The character can inflict detrimental effects and adverse conditions on others to disrupt and hinder enemies. Video game-style debuffs, paralysis, freezing, etc. easily fall here as the most generic example, but things like pressure point strikes, riot control tools, various drugs and poisons, physic hallucinations, gravity or slow fields, or even tabletop spells like magically sticky floors, are solid examples of this Advantage, as a broad catchall.<br><br />
'''Required:''' The overall thematic of the debilitating effects the character inflicts, with clear bounding.<br><br />
'''Investment:''' Greater variety and/or potency of effects.<br><br />
'''Related:''' An effect that would take someone completely out of an interaction, like "realistic" paralysis, strictly falls under '''Incapacitation'''. For something that directly suppresses a specific kind of power, see '''Anti'''. Though generic "poison" or "burn" conditions can appear here, they tacitly acknowledge that they can't seriously injure someone on their own, and exist as a complication; '''Combat Options''' or '''Arsenal''' would deal real damage.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Deconstruction'''<br />
{{!}} class="LogCell" {{!}} The character has some tool or ability that selectively and concisely removes an element somewhere in a scene. Whether it's a D&D Rust Monster disintegrating a metal item, a Starbound Matter Manipulator breaking down terrain into raw components, a micro black hole spaghettifying the surroundings, a Magic the Gathering-style extraplanar banishment, or an angry god turning someone into a pillar of salt, a target that "fails the save" is just not in the scene anymore. Unlike hitting something with enough damage to break it, it's fairly unlikely that the target is salvageable in any major way.<br><br />
'''Required:''' N/A<br><br />
'''Protected:''' Possessions of consequence belonging to PCs. Being used on another PC will result in a harmful attack, if appropriate.<br><br />
'''Investment:''' The ability to affect more important/protected targets; taking a unique, powerful, big deal magical artifact straight off the table isn't a ● Advantage.<br><br />
Minimum ● There's absolutely no point to an Incidental Deconstruction.<br><br />
'''Related:''' Any kind of damage-dealing Advantage, such as '''Combat Options''', Arsenal''', an appropriate '''Weapon Mastery''', or perhaps even a relevant '''Skill''' such as for demolitions, can break or destroy something in a standard way.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Defensive Paradigm'''<br />
{{!}} class="LogCell" {{!}} The character has an unusual defensive ability or property that influences combat in a dynamic way. They might use precognition to defend against normally unavoidable attacks, reflect them back at other targets, cut through curses or brainwaves with a sword, share the pain of taking damage, negate the inertia of being hit, reverse time to retry a defense several ways, teleport through attacks, or any kind of specific, crazy gimmick that alters how a fight with them is fought.<br><br />
This Advantage doesn't make them passively harder to kill, like with armor or self-healing; it's a defensive stunt that is intended to be respected.<br><br />
'''Required:'''The nature of the defensive stunting, and in the case it can invalidate a very wide range of types of attack, a salient limitation; a character's defense button cannot work perfectly against everything until the player deems that it hasn't.<br><br />
'''Investment:''' An increased number of special defense mechanics up to the Pip rating of the Advantage, or a more extreme gimmick with greater reach and impact on a fight. An Incidental example works only on attacks that wouldn't be allowed to work anyways. An example any lower than ●●● cannot expect to work on "everything, unless".<br><br />
'''Related:''' There is a ton of overlap from a lot of different Advantages that could probably serve to fill the role of this one, depending on the example. '''Defensive Paradigm''' exists to bend the usual flow of combat a little in a cool and flavorful way, rather than have immense utility; someone with '''Teleportation''' who could already easily dodge the attack, is able to dodge by teleporting out of the way instead of ducking or diving, and someone with '''Speed''' and '''Weapon Mastery''' at a high level can parry bullets with a sword. Pick this one if the gimmick in question has a very narrow, strong, characterizing trick to it.<br />
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{{!}} class="LogCell" {{!}} '''Disguise'''<br />
{{!}} class="LogCell" {{!}} The character can adopt the appearance and form of someone or something else, whether via expert makeup and impersonation, magical shape changing, holographic camouflage, etc. They don't gain or lose any traits or abilities; they are disguised to avoid suspicion, gain access to things, places, information, etc.<br><br />
'''Required:''' Who or what the character can disguise themself as.<br><br />
'''Protected:''' Impersonating another PC.<br><br />
'''Investment:''' More convincing and comprehensive disguises. A simple "alter ego" is usually only an Incidental Disguise, like Clark Kent putting his glasses and collared shirt on.<br><br />
'''Related:''' Adopting an appearance meant to hide the character from even being see is certainly a type of '''Stealth''' rather than being "disguised" as a bush or something.<br />
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{{!}} class="LogCell" {{!}} '''Entry Methods'''<br />
{{!}} class="LogCell" {{!}} The character has extraordinary means obtaining entry to places they aren't supposed to go, by defeating or overcoming obstacles meant to keep them out and opening up a way in. Anyone can kick down a door or blow a hole in a wall; the character might instead pick locks, hack keypads, detect and dodge wires, fit through tiny spaces, precisely breach with controlled damage, or so on.<br><br />
'''Required:''' The general variety of security measures or obstacles, manmade or incidental, that the character can get past.<br><br />
Minimum ● If security is meaningful enough to require an Advantage, an Incidental Advantage won't do it.<br><br />
'''Investment:''' The ability to gain entry to harder to reach areas.<br><br />
'''Related:''' A character that simply goes right through walls would be looking for '''Intangibility''' instead. A character that gets into places by just leveling or making ways through any obstacles would be looking at '''Field Shaping'''.<br />
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{{!}} class="LogCell" {{!}} '''Extraordinary Senses'''<br />
{{!}} class="LogCell" {{!}} The character is able to pick up on some sort of sensory "cue" or stimuli within a scene that would normally be undetectable, giving them extra information to work with. Sonar and infrared sensors, feeling vibrations through the earth like Toph Beifong from Avatar, picking out someone's appearance from listening to rain like Daredevil, the D&D "detect spells", fit the bill here.<br><br />
'''Required:''' What additional sensory acuity the character has. This usually entails an example of what they might pick up, though common knowledge and parlance like "night vision goggles" doesn't necessitate one. This cannot simply be declaring a target of choice and writing "I sense it"; being able to sense auras of evil-aligned magic is not the same as "I sense evil people". The sole exception is the common and generic "I can see ghosts".<br><br />
'''Investment:''' A greater range of extra sensory cues and/or heightened awareness of them.<br><br />
'''Related:''' This Advantage picks up an element of the scene that would otherwise go unnoticed (a "cue"). To get a bunch of new information about something the character is already aware of, see '''Analysis'''. This may and can result in an '''Extraordinary Sense''' making a character aware of a new cue, thus becoming a valid thing to analyze.<br />
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{{!}} class="LogCell" {{!}} '''Field Shaping'''<br />
{{!}} class="LogCell" {{!}} The character has the capacity to radically reshape the nature of the area around them, whether in the literal sense by manipulating the terrain itself, destroying it with massive attacks, or creating structures, or by means such as flooding it, filling it with smoke, altering gravity, or using their Advantages as traps or obstacles.<br><br />
'''Required:''' How the character can influence the field, in a strongly bound way.<br><br />
'''Investment:''' A greater range of effects and/or alterations of greater scope.<br><br />
'''Related:''' The Advantages '''Arsenal''' or '''Combat Options''' can be used to create deadly hazards, while things like '''Debilitation''' can create tactically advantageous zones. '''Toughness''' might create large shields to protect others. '''Teleportation''' is often combined for the purpose of making portals or wormholes. Almost anything can be made an area effect, though largely indiscriminate in its use; not like '''Buffs''' or '''Share Powers'''.<br />
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{{!}} class="LogCell" {{!}} '''Flight'''<br />
{{!}} class="LogCell" {{!}} The character can fly. Aerial flight or space flight are encompassed the same way under this Advantage, or both.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Greater control and range of flight. Not extreme speed. A minimum of ● is required to essentially negate the threat of heights.<br><br />
'''Related:''' Gaining greatly increased speed via flight still requires '''Speed'''. Stunting around difficult or hazardous terrain that would impede flight still requires '''Mobility'''.<br />
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{{!}} class="LogCell" {{!}} '''Hacking'''<br />
{{!}} class="LogCell" {{!}} The character can access, utilize, and/or control secure computers and/or machines. This Advantage has broad utility when interacting with things that are ostensibly hackable, but is strictly limited to those things. The Major from Ghost in the Shell, Sombra from Overwatch, and Cortana from Halo, are examples of big users of Hacking.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Access to more secure devices and greater control.<br><br />
Minimum ●<br><br />
'''Related:''' Hacking of sapient mechanical entities still requires '''Mind Control''' or '''Mental Intrusion'''.<br />
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{{!}} class="LogCell" {{!}} '''Hammerspace'''<br />
{{!}} class="LogCell" {{!}} The character can store and carry improbably large quantities of stuff on their person with ease. Things like bags of holding, video game inventories, and pocket dimensional storage fall here.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Hammerspace is usually an Incidental Advantage. Pips are only required for performing scene-altering stunts with the storage itself.<br><br />
'''Related:''' The idea of catching and reusing attacks is covered by '''Defensive Paradigm''' or '''Power Copy'''. The stuff usually inside the hammerspace itself still requires Advantages.<br />
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{{!}} class="LogCell" {{!}} '''Healing'''<br />
{{!}} class="LogCell" {{!}} The character can heal injuries and damage sustained by people or creatures. This Advantage concerns "HP loss" and only strictly related symptoms. Targets are not necessarily required to be strictly organic.<br><br />
'''Required:'''N/A <br><br />
'''Investment''' More effective healing.<br><br />
'''Related:''' If the character heals on their own, or heals themself, '''Regeneration''' is needed. '''Cure''' is the Advantage for removing "status effects" or things like diseases.<br />
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{{!}} class="LogCell" {{!}} '''Hint'''<br />
{{!}} class="LogCell" {{!}} The character has some ability they can invoke to gain useful information about their situation or a course of action. Future sight, divine inspiration, psychometry, talking with spirits, or plain super genius often fit here. As per its name, this Advantage essentially asks for information from a scene runner or fellow player. Since this Advantage isn't marked Protected, the player is always entitled to something helpful in the spirit of the Advantage, but not necessarily a highly specific or detailed piece of desired information. Hint is an active Advantage; it's not entitled to anything unless a player uses it.<br><br />
'''Required:''' An idea of where the Advantage can gain information and of what kind.<br><br />
'''Investment:''' More detailed information and/or a greater variety of appropriate situations.<br><br />
<br />
Minimum ●●● for obtaining information about things one or more scenes in advance.<br><br />
<br />
Minimum ● otherwise. Hint cannot be an Incidental Advantage.<br><br />
'''Related:''' To gain information about something of specific interest, look at '''Analysis''', which allows a character to target a scene element and learn desired details about it. To simply pick up on special cues within a scene, '''Extraordinary Senses''' may be appropriate.<br />
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{{!}} class="LogCell" {{!}} '''Illusions'''<br />
{{!}} class="LogCell" {{!}} The character can create convincing illusions of people, places, objects, or other things. Usually these are visual illusions, but they might apply to other senses too, like conjured sounds or phantom sensations. Holograms, psychic powers, illusion magic, or similar are commonly here. Illusions never affect their environment, nor people; they can only deceive or misdirect them.<br><br />
'''Required:''' The scope of what can be faked, and what can give them away.<br><br />
'''Protected:''' Impersonations of other PCs.<br />
'''Investment:''' Larger/more complicated/more convincing illusions that might deceive more senses.<br><br />
'''Related:''' Illusions can't be used to make a character or object simply disappear; this is a function of '''Invisibility'''. Likewise, though illusions might help greatly with sneaking, '''Stealth''' is still an applicable Advantage to put it to use, and to hide, maneuver, and accomplish tasks stealthily.<br />
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{{!}} class="LogCell" {{!}} '''Immortality'''<br />
{{!}} class="LogCell" {{!}} The character doesn't die, or at least doesn't stay dead, when fatally injured. Voldermot from Harry Potter, Alucard from Hellsing, Cell from Dragon Ball Z, and the Chosen Undead from Dark Souls, are examples of this Advantage in action. All Immortality on MCM requires a "Catch"; a set of criteria where the character can actually die for real, or is otherwise "not a Player Character anymore"; there is no infallible mortality on MCM.<br><br />
'''Required:''' The Catch, as well as information on where and when the character reenters play. Since this can sometimes be difficult to nail down, some examples of commonly accepted types of Immortality Catches are listed on this page.<br><br />
'''Investment:''' The Catch becomes more difficult to fulfill. Again, the list of Immortality Catches should give a good idea of what tier of relevance this has.<br><br />
Minimum ●, Maximum ●●●<br><br />
'''Related:''' Immortality means the character doesn't die, not that they aren't harmed. A character who gets back up with restored health right after being killed would need '''Regeneration''' to heal in combat time. A character that simply tanks through being killed, or reduces the damage of fatal injuries, could probably use '''Toughness'''.<br />
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{{!}} class="LogCell" {{!}} '''Imperishable'''<br />
{{!}} class="LogCell" {{!}} The character has little to no need for one or more things that are considered basic staples of survival, including food, water, sleep, etc. They may or may not also suffer from ageing at a highly reduced rate, or not at all. They might also not strictly require oxygen, but this Advantage doesn't protect against any breathing (or lack thereof) hazards.<br><br />
'''Required:''' Which basics the character is not affected by.<br><br />
'''Investment:''' Imperishable is always an Incidental Advantage.<br><br />
'''Related:''' The corner case of "not needing air" can only be significant defense against hazards with Advantages like '''Adaptation''' or '''Resistance'''.<br />
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{{!}} class="LogCell" {{!}} '''Immunize'''<br />
{{!}} class="LogCell" {{!}} The character can rid themselves of, or immediately shrug off, harmful abnormalities and afflictions. These afflictions might be physical, such as being paralyzed, poisoned, or diseased, but also possibly metaphysical, like resisting curses. This Advantage doesn't restore the character's health beyond the removal of the condition.<br><br />
'''Required:''' The scope of the variety of abnormalities and afflictions the character can cure. This may be a little open ended by necessity, but must be clearly limited.<br><br />
'''Investment:''' Greater resilience or purging of more powerful and/or varied status effects<br><br />
'''Related:''' In all ways, this Advantage is the self-affecting version of '''Cure'''. The same relations apply, such as needing '''Healing''' to gain back "HP" or restore damage.<br />
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{{!}} class="LogCell" {{!}} '''Incapacitation'''<br />
{{!}} class="LogCell" {{!}} The character has an effective and reliable means of subduing opponents with means other than physical harm, or which are at least minimally harmful. Incapacitation is meant to be for methods which are expected to be unusually effective, not just grabbing someone or hitting them with the blunt side of a sword and hoping it does the trick. Numerous examples include stun phasers from Star Trek, the tranquilizer guns and takedowns from the Metal Gear Solid games, magic such as The Sleep from Cardcaptor Sakura, Mid-Childan non-lethal magic from the Nanoha series, or "remove from combat" conditions such as Frog or Stone from the Final Fantasy series. While Incapacitation will often immediately remove minor NPCs from a scene, there is typically no such thing as instant incapacitation of a significant foe; hitting them with repeated applications or weakening them first should be expected, to adhere to sensible combat interactions.<br><br />
'''Required:''' A description of the state of incapacitation the character puts others in, and how it can be lifted, or roughly when it wears off by itself. The latter condition may be implicit in some cases.<br><br />
'''Protected:''' Making transformations to other characters.<br><br />
'''Investment:''' Dealing more "incapacitation damage", in terms of applying it more swiftly and reliably.<br><br />
'''Related:''' In some cases, it might be appropriate for a user of '''Weapon Mastery''' to pull off combat stunts that restrain or knock their opponent out without killing them, though probably still fairly harmfully, and only with a reasonably narrow category and with a reasonable Pip investment. '''Debilitation''' is a better source of weakening and impeding an enemy for an immediate advantage.<br />
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{{!}} class="LogCell" {{!}} '''Intangibility'''<br />
{{!}} class="LogCell" {{!}} The character can pass through solid objects without disturbing them. Typical ghosts do this a lot, though more specific examples are Kitty Pryde from X-Men, Fate/ series Servants or Exalted spirits dematerializing, or characters from games like Shadowrun or D&D using astral projections. Brief Intangibility may be used to stunt 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.<br><br />
'''Required:''' N/A<br><br />
Minimum ●<br><br />
'''Credit:''' ● if the character has Teleportation ●● or higher.<br><br />
'''Investment:''' The ability to pass through more "restrictive" or "defensive" objects. The physical characteristics, like density or weight, don't matter narratively. A ● Intangibility can't pass through a highly secure bunker, or escape a grapple from a skilled enemy.<br><br />
'''Related:''' If the character becomes intangible as a primary form of reducing or negating harm, '''Defensive Paradigm''', or possibly '''Toughness''', are appropriate.<br />
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{{!}} class="LogCell" {{!}} '''Intrusion Immunity'''<br />
{{!}} class="LogCell" {{!}} The character has partial or full resistance to effects that invasively influence or examine their thoughts and feelings. They might have special training, protective equipment, or just natural immunity, but regardless of the method, this Advantage is a hard "opt out" of dictatorially affecting what the character thinks or feels, or reading their thoughts or intentions. While MCM's policy still asks that this immunity not be outright disrespectful in nature; these spaces are already Protected, and so someone who has invested into this Advantage needs no further reason to block effects of the same tier or lower.<br><br />
'''Required:''' N/A, though it's encouraged to provide what the theme of the immunity is.<br><br />
'''Investment:''' Immunity to higher tier effects, from both PC and NPC sources.<br><br />
Minimum ● Maximum ●●●<br><br />
'''Surcharge:''' ●<br><br />
'''Related:''' In certain cases, it might be plausible to cure or shrug off "mental status effects" inflicted by mental influences, using specialized '''Cure''' or '''Immunize'''. 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.<br />
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{{!}} class="LogCell" {{!}} '''Invisibility'''<br />
{{!}} class="LogCell" {{!}} The character can conceal themselves in such a binary and effective way that it is no longer hiding or masking their presence, but that they just won't be found until they interact with something. The usual Invisibility is the visual kind, like provided by invisibility spells like in Harry Potter, optical camouflage like the Predator or Ghost in the Shell, or sometimes natural ability, like chameleonic skin, or superheroes like Toru Hagakure from My Hero Academia. Other forms however, like psychic invisibility compelled by the Silence from Doctor Who, the Stone Mask from The Legend of Zelda, or the Dummy Check Esper ability from a Certain Scientific Railgun, are considered to be the same effect.<br><br />
'''Required:''' N/A, though without further description, the invisibility is assumed to apply only to sight.<br><br />
'''Investment:''' Greater effectiveness, and possibly a greater range of senses affected. ● Invisibility will usually provide cover from individually unimportant but collectively meaningful NPC attention, or provide niche invisibility regarding a specific stunt or power of the character's. ●● Invisibility is presumed to be effective in concealing the character, has notable limitations that cap the character's ability to go wherever they place all the time, like subtle visual cues, a strict time limit, dispelling when attacking, etc. ●●● Invisibility is close enough to be flawless that its integrity isn't in question until the character engages in very obvious activities or suitably great effort is put towards discovering them.<br><br />
'''Surcharge:''' ● for ● Invisibility, ●● for ●● Invisibility, ●●● for ●●● or higher Invisibility.<br><br />
'''Related:''' Invisibility alone doesn't guarantee that a character can accomplish things stealthily or undetected. '''Stealth''' covers the major aspects of being genuinely sneaky, and Illusions still have their major use in misdirecting and deceiving people, which synergize with Invisibility if desired.<br />
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{{!}} class="LogCell" {{!}} '''Knowledge - Field'''<br />
{{!}} class="LogCell" {{!}} The character is exceptionally knowledgeable about a particular field that is concretely useful in solving scene problems or specifically advantageous in scene scenarios. In this case, it's the information itself that is the valuable tool, rather than a practical effect.<br><br />
'''Required:''' A category of Knowledge, and at least two specific examples of how the field is useful to the character in day to day RP circumstances. A sweeping and vague "knows a lot about a thing" won't fly; it has to have examples of an obvious impact.<br><br />
'''Investment:''' Broader and more detailed knowledge with greater practical impact.<br><br />
Minimum ● Trivially accessible knowledge is something any character can have.<br><br />
'''Related:''' A character cannot implicitly gain the use of another Advantage for having Knowledge. For instance, Knowledge - Computers doesn't give a character the use of Hacking, though a thin slice of shared effect space might exist. Carefully consider whether the character actually needs Knowledge to do the things they do, or whether it's simply an element of their background.<br />
|}<br />
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<br />
= Advantages M-W =<br />
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'''Advantages M-W'''<br />
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{| class="LogTable"<br />
|- class="LogRow"<br />
! class=HeaderCell | Designation<br />
! class=HeaderCell | Trappings<br />
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{{!}} class="LogCell" {{!}} '''Mental Intrusion'''<br />
{{!}} class="LogCell" {{!}} The character can broadly perceive, analyze, influence, and/or edit the mental attributes of other beings, whether their thoughts, feelings, memories, etc. This Advantage assumes the character can do this to a supernatural or superhuman degree, even if through mundane skill, rather than psychic control or super brain simulation.<br><br />
'''Required:''' What types of influence the character has with minds.<br><br />
'''Protected:''' Always.<br><br />
'''Investment:''' More powerful and/or flexible effects.<br><br />
Minimum ● Maximum ●●●<br><br />
'''Related:''' Mental Intrusion is the appropriate, fully subsidized space for characters who can both read and write to other people's minds. For characters with a narrower range, see '''Mind Control''' or '''Mind Reading'''; having just one of them costs less Pips than having both functions inherent in Mental Intrusion.<br />
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{{!}} class="LogCell" {{!}} '''Mind Control'''<br />
{{!}} class="LogCell" {{!}} The character can directly control the minds of others, or else influence their thoughts and feelings with such effectiveness and precision that it amounts to the same thing. The character might be able to completely control the actions of another, but they might also be capable of performing elaborate tasks such as implanting compulsions and triggers, creating false ideas or delusions, changing feelings regarding things, or erasing or editing memories.<br><br />
'''Required:''' An idea of which kinds of control the character has over minds.<br><br />
'''Protected:''' Always.<br><br />
'''Investment:''' More powerful mind control.<br><br />
Minimum ● Maximum ●●● including Credit.<br><br />
'''Credit:''' ●<br><br />
'''Related:''' Though it's possible to simply force a mind controlled entity to verbally divulge what they know, any information gained in this way is assumed to be much less clear, reliable, unbiased, or complete, not to mention less subtle, than by using '''Mind Reading'''. If the character possesses both abilities however, '''Mental Intrusion''' is intended to be the more cost efficient catchall.<br />
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{{!}} class="LogCell" {{!}} '''Mind Reading'''<br />
{{!}} class="LogCell" {{!}} The character can gain information about the thoughts, feelings, intentions, or mental characteristics of others. They might be directly reading the information out of their mind with psychic or magical means, but anything sufficiently intrusive, like simulating their thoughts with a supercomputer, or using superhuman intuition and psychology, amounts to the same effect. The Advantage allows for precise information to be easily and usually subtly obtained.<br><br />
'''Required:''' An idea of what information the Mind Reading extends to.<br><br />
'''Protected:''' Always.<br><br />
'''Investment:'''More far reaching and accurate information gathered.<br><br />
Minimum ● Maximum ●●● including Credit.<br><br />
'''Credit:''' ●<br><br />
'''Related:''' As with '''Mind Control''', the completed suite of mind influencing abilities between the two is inherently cheaper with '''Mental Intrusion'''. '''Mind Reading''' and '''Mind Control''' exist as a subsidized spaces for a character to do one or the other for less cost.<br />
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{{!}} class="LogCell" {{!}} '''Mobility'''<br />
{{!}} class="LogCell" {{!}} The character can adroitly navigate complex, dense, difficult, and/or hazardous routes by means of exceptional or enhanced movement ability. Parkour, diving, jump packs, wall climbing, grapnel hooks, water turbines, video game-style double jumps and air dashes, etc. Feats such as running across water, balancing on clotheslines, or clinging to ceilings, are within reach of Mobility of a suitable rating. Examples include Spider Man, Batman, and Catwoman, Mario and Luigi, Faith from Mirror's Edge, Genji from Overwatch, and almost any Wuxia theatre-type character.<br><br />
'''Required:''' The ways in which the character's mobility is enhanced. References to commonly understood ideas are acceptable shorthand, though ideally some form of example stunt should be included.<br><br />
'''Credit:''' ● if the Mobility contains water-related or aerial stunts and the character already possesses '''Water Prowess''' or '''Flight''' at ●●● or higher.<br><br />
'''Investment:''' Greater ability to mitigate or ignore the difficulties or perils of navigating obstacles, or movement abilities with a wider variety of applicable situations.<br><br />
'''Related:''' Mobility might help the character avoid various perils, but if they wish to, for example swim safely in lava instead of water, or at the bottom of the ocean they require '''Adaptation'''; another example is that if they take a high speed fall from parkouring at height, '''Flight''' or '''Toughness''' would be what it takes to not splat at the bottom.<br />
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{{!}} class="LogCell" {{!}} '''NPCs'''<br />
{{!}} class="LogCell" {{!}} The character bit has the use of one or more entities besides the named central character themself. These "extra" beings usually comply or cooperate with the character, though even if they are less than cooperative in-character, the player still has full and total control over them. In all circumstances, the NPC or NPCs are of lesser importance and relevance than the main character; the benefits of the Advantage are that these extra characters can be easily changed up, expended, or sent out to represent the character's interests, without extra limitations on the player's part. The restrictions are that NPCs can only have access to Advantages that are on the character's list, and that losing the NPCs must still amount to some kind of non-trivial consequence or setback to the character, depending on their rating.<br><br />
'''Required:''' The generalities of what the NPCs do and their thematic limits. A reader should be able to tell that Storm Troopers don't use the Force or swing around lightsabers.<br><br />
'''Investment:''' More powerful, effective, and generally relevant NPCs.<br><br />
● NPCs are at the level of mooks or extras. They can apply their abilities in limited situations and tackle minor problems in the character's stead, but overall they can't do much more than bog down another PC, limited to being a minor obstacle or inconvenience. Blobs of generic Stormtroopers, red shirts, or workmen are example. Losing them is a minor setback and they are quickly replaceable.<br><br />
●● NPCs are comparable to a "miniboss" or themed specialists. Their abilities and personal resources are meaningful enough to solve significant problems for the character, and they're meaningful, serious obstacles to other PCs in a situation where they conflict. NPCs of this rating still can't reasonably expect to defeat a PC in combat or categorically outdo them in their area of expertise, but they can present a stiff challenge. R2-D2, or generic SOLDIERS from Final Fantasy VII are examples. They represent a significant amount of investment and are time/cost/effort intensive to replace when lost.<br><br />
●●● NPCs are roughly at the same tier as PCs. They are serious combat entities, have skills that can solve the central problems of scenes, and can overall expect to viably compete with Player Characters; they might in fact be stronger than the character that has the Advantage in some areas. They usually have some Advantages dedicated to fleshing them out. Ash Ketchum's Pokemon team, including Pikachu, is a prime example. Losing these NPCs is prohibitively costly to the character, and significantly diminishes their effectiveness until they can get them back in action or replace them.<br><br />
Maximum ●●● NPCs can't be completely stronger or better than PCs.<br><br />
'''Related:''' If the character's '''NPCs''' have extremely limited function, or are personally irrelevant but amount to one of the character's main abilities, it may be valid to replace them with the Advantage itself. Tiny spy drones might just be represented with '''Remote Viewing''', or exploding suicide summons might just be a part of '''Combat Options'''.<br />
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{{!}} class="LogCell" {{!}} '''Power Copy - Derivative/Mirror'''<br />
{{!}} class="LogCell" {{!}} 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.<br><br />
'''Investment:'''Minimum ●●●●●<br><br />
'''Surcharge:''' ●● for Power Copy - Mirror.<br><br />
'''Related:''' There is no particular Advantage that can be pointed out in relation to Power Copy. It's important to note, however, that most characters with Power Copy also have Advantages that consistently show up no matter who they've copied, and it's highly encouraged to buy these Advantages for the character themself, instead of relying on trying to have them copied at all times.<br />
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{{!}} class="LogCell" {{!}} '''Quantum Solution'''<br />
{{!}} class="LogCell" {{!}} The character can produce situational solutions to seemingly most or any problems they encounter, which are unique, one-off, or otherwise non-replicable in a practical sense. Think MacGyver-esque ingenuity, arbitrary mad science gizmos, absurdly flexible but situational magic, miraculous luck, etc. As per the name, the concrete solution essentially doesn't exist until it suddenly does; it doesn't sit around forever "not being used". Quantum Solution allows the character to produce a solution to a single, discrete obstacle or challenge within a scene; the form this solution takes and how effectively it solves the problem are at the discretion of the scene runner, though the once per scene use of the Advantage isn't used up in a situation where an agreement cannot be reached.<br><br />
'''Required:''' A strong theming for the nature of the Advantage. A character cannot produce solutions of infinite different thematics of infinite genres.<br><br />
'''Protected:''' Always.<br><br />
'''Investment:''' Quantum Solution is always ●●●●<br><br />
'''Related:''' No Advantages are strictly related to Quantum Solution, given that it is a once per scene golden ticket. If the character is more likely to simply solve problems with their given Advantages in clever ways, and figuring out how to do so is the hard part, '''Hint''' can be a good source of prompts.<br />
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{{!}} class="LogCell" {{!}} '''Regeneration'''<br />
{{!}} class="LogCell" {{!}} The character can heal their injuries and physical damage they've taken. They might do this passively over time, or by using special healing spells or techniques on themself. This Advantage concerns "HP loss" and only strictly related symptoms.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' More effective healing.<br><br />
'''Related:''' If the character is able to heal other people with their powers, they require '''Healing''' to do so. '''Immunize''' is the Advantage for purging or shrugging off "status effects" done to the character.<br />
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{{!}} class="LogCell" {{!}} '''Remote Manipulation'''<br />
{{!}} class="LogCell" {{!}} The character can physically manipulate objects at long distance, as by telekinesis, elemental manipulation, magical puppet strings, sticking their hands through tiny portals, etc. This Advantage is always a form of utility, covering practical tasks that can be accomplished with physical manipulation, or using physically oriented Advantages the character possesses at a distance; it is typically not an effectual substitute for an Advantage the character doesn't have. The default assumption is a type manipulation commensurate with the character using their hands, but things like water or sand or fire will obviously default to a more abstract representation.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' More precise and varied manipulation at distance.<br><br />
'''Related:''' If the character's remote abilities vastly exceed their normal physical parameters, '''Strength''' or '''Superhumanity''' are necessary picks, such as to crush cars with the character's mind. Things like telekinetic flight and barriers are entirely different Advantages, such as '''Flight''' and '''Toughness'''.<br />
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{{!}} class="LogCell" {{!}} '''Remote Viewing'''<br />
{{!}} class="LogCell" {{!}} The character can look into places far away from them without being physically present, usually for the purposes of surveillance. This can be very mundane, such as with cameras and microphones or drones, or with fantasy equivalents like crystal balls, Scrying spells, and sense-linked familiars, to name some.<br><br />
'''Required:''' A criteria that determines valid places for the character to view, as opposed to "the entire Multiverse."<br><br />
'''Protected:''' Spying on PCs without their knowledge.<br><br />
'''Investment:''' Longer viewing range, greater penetration of security, and/or greater awareness of a viewed place or multiple viewed places at once.<br><br />
'''Related:''' Remote Viewing itself doesn't guarantee that nobody knows the character is looking in; the default assumption is that other characters can become aware that they're being watched without anything special. '''Stealth''' would apply to this kind of Remote Viewing, or laterally, '''Invisibility'''.<br />
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{{!}} class="LogCell" {{!}} '''Repair'''<br />
{{!}} class="LogCell" {{!}} The character can fix damaged or broken things up to a usefully functional state, far more quickly and effectively than would be possible with simple access to parts, plans, and time. They may just be implausibly effective with mundane repair methods, like a super mechanic or arbitrary mecha repair junkie, but oftentimes sci-fi nanobots or repair rays are involved like Eclipse Phase or Starbound, or else supernatural abilities like Josuke's Stand, Crazy Diamond, from Jojo's Bizarre Adventures.<br><br />
'''Required:''' A metric by which Repair is more limited than "any object fully and instantly."<br><br />
'''Investment:''' Faster, more complete, more varied repairs.<br><br />
'''Related:''' Repairs don't fix people. Even mechanical people. That requires '''Healing''', '''Regeneration''', '''Cure''', or/and '''Immunize'''. In some cases '''Resurrection''' might be appropriate, like bringing a dead robot or AI person back online.<br />
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{{!}} class="LogCell" {{!}} '''Resistance - Source'''<br />
{{!}} class="LogCell" {{!}} The character has an unusually high resilience to, or preventative measure against, a specific type of harmful or unwanted influence. A D&D red dragon's resistance to Fire, a Fate/ Servant's resistance to magecraft, a robot's resistance to poison, etc. This Advantage has variable usefulness against PC Advantages, but not simple PC means; Resistance - Fire works normally against a PC pickup up a torch or opening a nearby lava floodgate, but sharply gives way against a PC who manipulates or shoots fire. The amount to which it falls off vs PC Advantages largely depends on the PC's access to arbitrary equivalents. It's understood to be a dick move for a wizard with every element to slam Rubicante with fireball over and over again, but an Avatar Firebender is free to borderline ignore it completely, given that fire is their number one interaction method. Protected effects are always valid to hard resist.<br><br />
'''Required:''' N/A. See some examples of valid categories in the appropriate section.<br><br />
'''Credit:''' ● if the Resistance is against damage type and the character has Toughness at ●●● or higher, or if the Resistance is against an ambient factor and the character has Adaptation at ●●● or higher. The Credit applies to no more than two Resistances.<br><br />
'''Investment:''' More powerful resistances.<br><br />
'''Related:''' A Resistance cannot provide its complete effects vs environmental factors unless it is narrowly categorized against one specific factor, such as Resistance - Acid allowing the character to dip into a vat of acid. In almost all cases, '''Adaptation''' is still a necessary Advantage to deal with hazardous environments. If the character has a wide variety of specific elemental resistances, a high-rated '''Toughness''' with simple written caveats that it applies more to some elements than others, is much more appropriate. Any Resistance that would be covered by '''Intrusion Immunity''' requires that Advantage instead.<br />
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{{!}} class="LogCell" {{!}} '''Resurrection'''<br />
{{!}} class="LogCell" {{!}} The character can bring people back to life. Period. If they were dead, they aren't anymore. These people come back with all the functionality of their living selves, even if not necessarily in exactly the same shape.<br><br />
'''Required:''' Some criteria under which a dead character cannot be resurrected. Resurrection cannot be universally applicable on every random skull a character finds in a dungeon or name they find on a grave marker, because of how unduly laborious it is for scene runners to constantly fabricate NPCs out of nothing.<br><br />
'''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.<br><br />
Minimum ●●●●<br><br />
'''Surcharge:''' ●●●<br><br />
'''Related:''' Resurrection is absolutely not needed to revive, and in fact does not work on, a character who is merely "defeated", dying, or in critical condition. It may apply to, but is not strictly necessary for, characters who are "clinically" dead but still possible to save with ordinary medical attention. Since Resurrection only works on other characters, if the character who possesses it can come back to life, they require '''Immortality''' to do so.<br />
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{{!}} class="LogCell" {{!}} '''Skeleton Catch'''<br />
{{!}} class="LogCell" {{!}} The character can kill people dead full stop. They automatically fulfill the Catch associated with any form of Immortality, and the limitations of any form of Resurrection, unless they choose not to. This Advantage is an explicit exception to the notion that no Advantage automatically trumps another (though in reality, the existence of condeath typically means it's little more than a theoretical threat to other PCs). Examples are pretty rare, along the lines of Sekiro's Mortal Blade, Star Butterfly's killing spell, or the First Hassan from Fate/Grand Order.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Skeleton Catch trumps Immortality of the same Pip rating or lower. ●●● Skeleton Catch trumps Resurrection. Since NPCs don't use the Advantage system itself, ● kill NPCs that come back to life as a gimmick, ●● kills NPCs that come back to life as a major plot obstacle, and ●●● kills NPCs that essentially aren't killable without a plot.<br><br />
Minimum ● Maximum ●●● Obviously, lower or higher ratings than these aren't meaningful.<br><br />
'''Related:''' If you don't know what a Catch is, read '''Immortality'''.<br />
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{{!}} class="LogCell" {{!}} '''Skill - Field'''<br />
{{!}} class="LogCell" {{!}} The character is exceptionally skilled in an area of expertise whose practical applications are not wholly or mostly encompassed by another Advantage, and is useful enough to frequently have Advantage-worthy applications under various circumstances. The skill cannot grant the character use of other Advantages implicitly; Skill - Programming doesn't grant free '''Hacking'''.<br><br />
'''Required:''' A category of Skill, and at least two specific examples of how the skill is useful to the character in day to day RP circumstances. The category must be something grounded in reality. Skill - Magic isn't valid; "does magic" could mean anything.<br><br />
'''Investment:''' Greater capability to accomplish difficult tasks<br><br />
'''Related:''' This Advantage is a sort of mirror of '''Knowledge''', for relatively mundane but important learned attributes a character has which are academic rather than applied. Unusual skills with weapons or vehicles fall under '''Weapon Mastery''' and '''Vehicle Mastery''' respectively.<br />
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{{!}} class="LogCell" {{!}} '''Share Powers'''<br />
{{!}} class="LogCell" {{!}} The character can grant the use of one or more of their Advantages to other characters, such as by handing out equipment, bestowing magical enhancements, giving out blessings, synchronizing minds, etc. Having this Advantage means the character is able to provide others in the same scene with the benefits of any of their other Advantage Points of the same Pip rating or lower. The way that the Advantage looks in someone else's hands may change radically, but it functionally performs by the same limitations. Advantages are only shared during the same scene; the character can't lend out Advantages when they aren't around, or on a permanent basis (that would be covered by an Upgrade Application). Any Advantage with a Surcharge that is shared requires that the beneficiaries act in concert with the sharer; characters that are the recipient of Advantages like Teleportation or Invisibility can't all run off and use it for their own ends separately.<br><br />
'''Required:''' A description of the form in which the character shares their Advantages, usually defined as a broad thematic, like mad science gadgets or magical enchantments.<br><br />
'''Credit:''' ● if he character already possesses Contract at ●● or higher.<br><br />
'''Investment:''' Being able to share Advantages of an equal or lower Pip rating.<br><br />
Maximum ●●●<br><br />
'''Surcharge:''' ● if the character wants to be able to share a 4 or 5 Pip Advantage. This still requires ●●●.<br><br />
'''Related:''' Any Advantage listed as an invalid target of '''Power Copy''' cannot be shared by this Advantage. Having this Advantage obviates the need to take versions of an Advantage that exclusively effect the character or other characters, such as both '''Healing''' and '''Regeneration''', or '''Cure''' and '''Immunize''', at the same time; sharing '''Regeneration''' is healing another, sharing '''Healing''' with yourself is regenerating yourself. Strictly speaking, it's possible, though very rare, to make any valid Advantage explicitly affect only other people, in which case this works in the same way as the above. If the character wishes to divulge material to others on a large scale and/or semi-permanent basis, '''Wealth''' is required to do so.<br />
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{{!}} class="LogCell" {{!}} '''Speed'''<br />
{{!}} class="LogCell" {{!}} The character can act and/or react at speeds far beyond normal human capability. They might move at tremendous speed, such as with Sonic the Hedgehog, they might have incredible reflexes and mental speed, such as Wrath from Fullmetal Alchemist, or do pretty much everything at super speeds, like the Flash reading books or building walls in seconds. At least a small investment usually applies to extremely fast vehicles.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Greater potency of character speed. There isn't a hard scale on how fast a character can move or react with this Advantage, but it's loosely understood that a higher investment means that the character is faster than they would be with a lower investment; ● Speed doesn't get supersonic parkour.<br><br />
Minimum ●<br />
'''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.<br />
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{{!}} class="LogCell" {{!}} '''Split Actions'''<br />
{{!}} class="LogCell" {{!}} The character is able to split their attention, physically as well as mentally, to the ends of pursuing several different major courses of action at the same time, possibly even in different places. This can apply to character bits that are made up of multiple entities (though far from a majority of them), but also characters that create doubles or projections. For example, the typical JRPG party is rarely ever applicable, pretty much always sticking together and tackling the same objective, but a super AI forking its brain to be in a bunch of places, manipulating different systems, always is.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' By default, MCM expects that each player in a scene is getting One Big Thing done during each of their pose rounds, and doesn't allow for someone posing twice as much to be in two places advancing two different objectives, effectively "doubling their attendance". This Advantage allows a character to do exactly that (though no more than two). They can gun down a horde of zombies while hacking a computer mainframe, or perform a magic ritual while building fortifications.<br><br />
'''Minimum:''' This Advantage is always ●●●<br><br />
'''Related:''' The NPCs Advantage covers the vast majority of characters having underlings, monsters, allies, drones, etc. Darth Vader's troopers succeed only when he's on screen with them to contribute his big deal presence.<br />
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{{!}} class="LogCell" {{!}} '''Stealth'''<br />
{{!}} class="LogCell" {{!}} The character is adept at getting around unseed and undetected. Their stealth might be enhanced by, or wholly created by, camouflage technology, magical silence, extremely small size, etc. This Advantage covers "doing things stealthily" as a whole, rather than just moving around unnoticed. Solid Snake, Altair from Assassin's Creed, Garret from the Thief Series, and James Bond are examples.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' More effective stealth.<br><br />
'''Related: The main boundary of Stealth is that someone could be alerted to the character with enough mundane effort. If it's presumed the character just won't be seen until they do something to affect someone or something, it's in the wheelhouse of Invisibility.'''<br />
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{{!}} class="LogCell" {{!}} '''Strength'''<br />
{{!}} class="LogCell" {{!}} The character wields physical strength far beyond normal human capabilities, to the point that feats of strength alone become a valid way to solve a wide variety of problems. This Advantage is usually the primary physical focus of the character, like with the Incredible Hulk, Shizuo Heiwajima, Suika Ibuki, or Herakles.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' A greater ability to stretch physical strength into a problem-solving device. There isn't a hard scale of how much a character can lift, break, etc. with this Advantage, but it's loosely understood that a higher investment means that the character is stronger than they would be with a lower investment; ● Strength doesn't flex tanker ships.<br><br />
Minimum ●<br><br />
'''Related:''' '''Speed''' and '''Toughness''' are essentially counterparts to this Advantage.<br />
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{{!}} class="LogCell" {{!}} '''Superhumanity'''<br />
{{!}} class="LogCell" {{!}} The character has some combination of strength, speed, reflexes, durability, and/or stamina well above the human norm. They may favor some physical characteristics over others, but this Advantage is intended to be a way of easily representing a character being "generically" all around superhuman, extremely common in anime/comics/manga/video games/etc. With characters like Goku, Superman, Dracula, Cloud Strife, etc.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' A greater extent of superhuman physical capability. This Advantage is roughly equivalent to half as many Pips in Strength, Speed, and Toughness.<br><br />
'''Related:''' To emphasize a particular attribute instead of a whole, "generic" package, see '''Strength''', '''Speed''', and/or '''Toughness'''. Having all three as a more expensive way of having even greater physical prowess is explicitly okay. Superhuman senses are covered by '''Extraordinary Senses'''.<br />
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{{!}} class="LogCell" {{!}} '''Survival Skills'''<br />
{{!}} class="LogCell" {{!}} The character is expertly capable at providing for themselves and others without infrastructure suited to providing for people. This Advantage usually represents a bundle of closely related skills in navigation, foraging, identifying and being protected from things strictly related to "living off the land", or else abilities that trivialize it, like creating food and clean water with magic<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' This Advantage is always an Incidental Advantage. PCs being stuck out in the wilderness for long periods of time is almost never going to be a relevant challenge.<br><br />
'''Related:''' For meaningful protection against serious environmental dangers, and/or environmental protection that allows the character to be useful (as opposed to hiding in a shelter), see '''Adaptation'''.<br />
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{{!}} class="LogCell" {{!}} '''Teleportation'''<br />
{{!}} class="LogCell" {{!}} The character can travel from point A to point B instantaneously (or close enough). A Wizard's teleportation spell, Nightcrawler's Mutant power, Chell's Aperture Science portal gun, Goku's Instant Transmission technique, Star Trek Transporters, or even characters summoned by their name or some other trigger, like Beetlejuice or Hastur, are some examples amongst many.<br />
<br><br />
'''Required:''' The limitations to where the character can teleport, essentially a description of why the character can't teleport "anywhere and everywhere in the Multiverse". The trappings cannot be written along the lines of the character "being so fast they move instantly", or else it's just sneakily describing Speed; Teleportation is strictly a transport Advantage.<br><br />
'''Investment:''' ● Teleportation is limited to instant travel to places within the character's immediate surroundings that they have the ability to access already, as a sort of "flash step" or similar. ●● Teleportation allows a character to go through most walls and obstacles, and get to most places in a scene, with some salient limitation to their destination. ●●● Teleportation allows basically unrestricted access to anywhere within a scene with only very minor limitations. 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.<br><br />
'''Surcharge:''' ● Teleportation has no Surcharge. ●● Teleportation has a ● Surcharge. ●●● Teleportation has a ●● Surcharge.<br><br />
'''Related:''' If the character can go through walls and such without instant travel, see '''Intangibility'''. If the character can do other things than "get to point B" seemingly instantly, you'll need '''Speed''' instead, and probably at a high investment. If the character creates wormholes or warp pads for a sort of persistent teleportation, you'll want '''Field Shaping''' to place teleportation features into a scenescape. Catching and/or redirecting attacks through little wormholes is likely going to be a use of '''Defensive Paradigm'''.<br />
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{{!}} class="LogCell" {{!}} '''Temporal Acceleraton'''<br />
{{!}} class="LogCell" {{!}} The character can cause other things to experience the passage of time at a highly accelerated rate. This could cause plants to grow, weapons to rust, animals to mature, concrete to dry, machines to work faster, etc. The degree of acceleration always depends on how meaningful it is for the acceleration to occur. Ageing a bottle of wine is trivial enough to be arbitrarily accomplished. Causing the reactor of a starship to run out of power so it falls out of orbit is a very significant, and thus very difficult, task.<br><br />
'''Required:''' N/A<br><br />
'''Protected:''' When applied to PCs or their possessions as per Deconstruction.<br><br />
'''Investment:''' Applicability to more narratively impactful targets.<br><br />
'''Related:''' Temporal Acceleration does not equate to super speed. Time-flavored speed boosts like Haste spells still require '''Speed''' or '''Superhumanity''', and '''Share Powers''' is required to lend the full weight to others. '''Buffs''' may be a substitute for generically increasing speed as part of an overall increase in competence.<br />
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{{!}} class="LogCell" {{!}} '''Time Loops'''<br />
{{!}} class="LogCell" {{!}} The character can create closed time loops with themselves, defined as an iteration of them from the future briefly returns to the present to assist them in some way, and then at the same point in the future, the character undertakes the same action of returning to the same point in the past. This is the only form of personal time travel that MCM naturally accommodates, as it involves no retcons or dependencies. The usefulness of the future selves depends mostly on how much "being further along the line" matters to the current situation; the character's future self might come bearing warnings of danger, solutions to puzzles, clues to a mystery, items recovered past the current obstacle, etc. Though this Advantage technically doesn't have Protected limitations, consulting with the scene runner is obviously necessary to know what the future self gets to access.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Minimum ●●●<br><br />
'''Related:''' While having no particular limit on its use, the wide variety of things that a time loop can accomplish are bounded very narrowly within the theme of "the progression of time being able to solve it". For a "silver bullet" to just about any challenge, see '''Quantum Solution''', which contains a maximum use of once per scene.<br />
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{{!}} class="LogCell" {{!}} '''Time Stop'''<br />
{{!}} class="LogCell" {{!}} The character has the ability to stop time, or else somehow act instantaneously, outside the bounds of "super speed", differentiated by the presumption that the character is taking an actions that usually resolve first and are followed second at great difficulty, rather than applying the "super fast" adjective to their actions. While this Advantage doesn't technically have Protected limitations, adherence to the basics of our Advantage policy implicitly limits its ability to behave dictatorially on other players.<br><br />
'''Required:''' N/A. We leave it up to the player to define what means or mechanic it is that guarantees other PCs "a save", as per our Intensity of Effect rules.<br><br />
'''Investment:''' Time Stop at a ● rating is strictly limited in what actions the character can use it for, amounting to a number of small stunts that exist in laterally related space to things like speed, reflexes, teleportation, special dodges, attack gimmicks, etc. The character might be unable to interact with the world, or only accomplish single motions, or skip time without getting to change what they started doing. Hit's initial appearance in Dragon Ball Super is a solid example.<br><br />
<br />
Time Stop at a ●● rating has considerable constraints on its use such that it's plausible to resist or contest it with mundane extra effort, awareness, and/or cleverness, or else it isn't very subtle or versatile, but is still a considerable advantage in any time-sensitive context. Nox from Wakfu, Esdeath from Akame ga Kill, the Time Clow Card, and most video game incarnations such as Devil May Cry or Bayonetta, fall here.<br><br />
<br />
Time Stop at a ●●● rating is a primary power wherein the stopped time is reliably and easily accessed with a full range of available actions, letting the character enhance most things they do. The enhanced actions are very difficult to keep track of or brute force past, and are a predominant gimmick added to interactions. Dio Brando from JoJo's Bizarre Adventures and Homura Akemi from Puella Magi Madoka, are credible examples.<br><br />
'''Surcharge:''' ●● for ● Time Stop, ●●● for ●● Time Stop, ●●●● for ●●● or higher Time Stop.<br><br />
'''Related:''' Time Stop, by its nature, overlaps with small sections of functionality from '''Invisibility''' and '''Teleportation''', but cannot seriously supplant them; the character cannot simply "be invisible" for any amount of time they're around, nor do they get from place to place with any extra convenience. Likewise, though a primary part of Time Stop's importance in fiction is skipping the process by which people can watch it the character do things and jump in to interrupt, what the character accomplishes isn't necessarily subtle in any way; '''Stealth''' is still required to do most major things "without anyone knowing it happened", instead of just "without anyone seeing the character do it".<br />
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{{!}} class="LogCell" {{!}} '''Toughness'''<br />
{{!}} class="LogCell" {{!}} The character can take much more damage than a human normally could. Whether they're naturally super tough, use strong armor, energy shielding, psychic or magic barriers, or just have a ton of metaphorical HP, what matters is that they can take a lot more damage.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Greater defensive strength.<br><br />
Minimum ●<br><br />
'''Related:''' For strong protection against narrow sources of damage, or things that aren't strictly damaging, see '''Resistance'''. If the character is "tough" because they're really good at defending themselves, likely see a '''Weapon Mastery''' or '''Defensive Paradigm'''. For powerful passive protection against environments, see '''Adaptation'''.<br />
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{{!}} class="LogCell" {{!}} '''Unlimited Activity'''<br />
{{!}} class="LogCell" {{!}} The character can keep expending their energy or resources on a task near or effectively indefinitely. They might have superhuman reserves of stamina that let them run or labor for days, a way to constantly gather infinite magic, a power source that can run devices for the foreseeable future, or even just an inexhaustible pile of ammunition and expendables.<br><br />
'''Required:''' The resource or resources the character has in abundance.<br><br />
'''Investment:''' Unlimited Activity is always an Incidental Advantage; the frame of time over which it's relevant exceeds a single scene, and is mostly flavor space.<br><br />
'''Related:''' If a character doesn't need even the bare basics of life to keep working, they require '''Imperishable'''.<br />
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{{!}} class="LogCell" {{!}} '''Vehicle Mastery - Type'''<br />
{{!}} class="LogCell" {{!}} The character has a considerable level of prowess with a certain kind of mount or vehicle. When in the saddle or behind the wheel, they can pull off a variety of expert maneuvers and stunts that wouldn't be possible for someone merely licensed. Obviously, the character is presumed to just have access to basic examples of the relevant ride.<br><br />
'''Required:''' The type of mount or vehicle the character is extraordinarily skilled with This Advantage is category bounded; one purchase covers a limited breadth of mastery. Look further down the page for some acceptable examples.<br><br />
'''Investment:''' Greater proficiency with the chosen mount or vehicle, including when accessing one that is part of the scene.<br><br />
Minimum ●. Nobody needs to justify driving a sedan to a store or riding a horse at a walk.<br />
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{{!}} class="LogCell" {{!}} '''Water Prowess'''<br />
{{!}} class="LogCell" {{!}} The character has extremely high effectiveness in all things regarding acting on or under the water. When swimming, diving, sailing, etc. water features have little bearing on them as a hazard or obstacle, whether from pressure, drowning, currents, or similar. This capability may extend to similar liquid obstacles, depending on rating though it won't protect them from the dangers of things like lava or acid.<br><br />
'''Required:''' N/A<br><br />
'''Credit:''' ●●<br><br />
'''Investment:''' Since one Pip is enough to gain a ●●● rating, investing beyond this point is only for consummate specialists, for mastering the most outrageous and unreasonable obstacles, performing the most improbable of stunts, or extending their prowess to less related liquid environments.<br><br />
'''Related:''' This Advantage represents an all in one package of everything related to water capability. If the character has incidental abilities surrounding traversing or navigating water, these can usually be part of a '''Mobility''' and/or '''Adaptation''', which are allowed to be broad and give the character other tricks as well. This Advantage provides the character no resistance against water-type attacks, which would be covered by '''Toughness''' or '''Resistance'''.<br />
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{{!}} class="LogCell" {{!}} '''Weapon Mastery - Type'''<br />
{{!}} class="LogCell" {{!}} The character has a considerable level of prowess with a certain kind of weaponry or certain combat style. Within their arena of expertise, they are capable of executing a variety of stunts and maneuvers outside the grasp of merely hitting and blocking. Obviously, the character is presumed to just have access to basic examples of the relevant weaponry. Their capabilities only extend to what could be accomplished with any example of the weapon; sword beams and hammer explosions aren't a form of mastery.<br><br />
'''Required:''' The type of weaponry or style of combat the character is extraordinarily skilled in. This Advantage is category bounded; one purchase covers a limited breadth of mastery. Look further down the page for some acceptable examples.<br><br />
'''Investment:''' Greater proficiency in the chosen weapons or style, including when picking up weapons that are part of the scene. An Incidental Weapon Mastery is nothing more than barebones proficiency, however, and even more "just for show" than usual.<br><br />
'''Related:''' A character who is nominally skilled at fighting with one or more weapons, but mostly just attacks straightforwardly with them, rather than stunting off of them, should get by fine with '''Combat Options''', or if they have a special technique or two, '''Arsenal - Melee''' and/or '''Arsenal - Ranged'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Wealth'''<br />
{{!}} class="LogCell" {{!}} The character is unusually wealthy in a liquid sense; they have so much money to casually throw around that they can buy away a lot of problems on the spot, and bankroll large projects. Having access to items that are available to ordinary people, but are normally way too expensive, can be assumed to be part of this Advantage.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Greater wealth.<br><br />
'''Related:''' The character can likely bribe, hire, or pay off people for help on the scene, but for hirelings that the character usually or always has access to, you need '''NPCs'''.<br />
|}<br />
</div><br />
</div><br />
<br />
=Advantage Category Examples=<br />
<br />
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.<br />
<br />
==Bane==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| '''Modern Mythos Supernaturals''' -- Werewolves, vampires, zombies, famous regional monsters such as yeti or chupacabra, most ghosts, some instances of demonic possession, etc.<br />
<br />
'''Classical Folklore Monsters''' -- Gorgons, basilisks, sea serpents, banshees, hydra, faerie, most dragons, etc.<br />
<br />
'''Eastern Tradition Creatures''' -- Youkai, Ayakashi, spirits and gods of individual objects or locations, evil ghosts borne of improper burial, archetypes of Kitsune, Yuki Onna, etc.<br />
<br />
'''Undead''' -- Ghosts, vampires, liches, skeletons, zombies, various necro-horrors, etc. up to and including “technically dead” targets, such as zombies by lethal infection rather than necromancy.<br />
<br />
'''Mechanical Beings''' -- Cyborgs, androids, most robots, various forms of AI with relevant physical access, etc. Does not cover robots too simple to be called beings or that are clearly accessories, like a manufacturing arm or a tank.<br />
<br />
'''Divine Power Users''' -- Gods, demigods, avatars of such, typically all kinds of angel and equivalent divine servant, priests/clerics/shamans/monks, etc. that directly invoke a divinity’s power.<br />
<br />
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:<br />
<br />
'''Profane''' -- Creatures declared anathema by a primary divine power, and which are subjugated, harmed, or repelled, by divine power. Depending on theme, this could be almost anything. 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.<br />
<br />
'''Dragons''' -- If it’s a big, scaly, winged and tailed, flesh and blood creature, likely with some sort a damage dealing breath, it probably counts. It doesn’t matter whether it’s called a Drake or a Wyvern or a Lung or a Fell Beast; a dragon is a dragon is a dragon. Conversely, this sometimes might not apply to some entities that use the name “dragon” only in metaphor or homage, as clearly some kind of elemental or space god, or something like a dragon-shaped rock golem.<br />
|}<br />
==Immortality==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| Immortality is concerned with acceptable Catches rather than a category itself. Some unofficially named examples are:<br />
<br />
'''Extreme Overkill:''' The character is killed for good when hit with unreasonable amounts of firepower in a short period of time, essentially “killing them really really dead”. At ●●● they might need them to be completely obliterated. At ●● it caps out around grossly excessive violence that doesn't typically exist in accidents or fights. At ● it thwarts incidental or dubiously credible deaths that didn't have a serious attempt at following up ("nobody could have survived that fall").<br />
<br />
Cell from Dragon Ball Z, the Thing, and many iterations of Godzilla, are examples.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
The God Tier mechanics of Homestuck characters fall here, as well as the Undead from Dark Souls, or any number of characters that carries some kind of self-resurrection mcguffin.<br />
<br />
'''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.<br />
<br />
A massive list of classical monsters could go as examples, such as vampires and stakes to the heart, as well as the Highlander series, and every other boss from the Resident Evil series.<br />
<br />
'''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.<br />
<br />
Character examples include Voldemort from Harry Potter, 2B and 9S from Nier: Automata, and every single Lich ever.<br />
<br />
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.<br />
<br />
'''Proxies:''' The character works through expendable proxy forms instead of being physically present at the action. Usually, the canon Catch in this form of immortality is that the character has to be tracked down to their real location and killed in the flesh, but this isn't acceptable as the sole Catch on MCM, since someone has to exit the scene to do so. The character must be subject to some kind of sympathetic trauma from damage to the proxy, or the proxy must present a way for something to deal damage to the character through it. A ●●● example entails the proxies being expendable enough to repeatedly throw at a single danger. Fatal feedback would require killing multiple proxies, or inflicting as much extensive injury to one as possible before destroying it. A proxy link could be as narrow as uploading a tailored virus through a robotic body, or exorcising a character possessing someone. At ●● that feedback can be lethal if the proxy is damaged to an egregious extent, or a link might be more like electrically overloading a robot body, or destroying a homunculi's animating gem. At ● the proxy is only sufficient to prevent the character being killed under controlled or low-stakes circumstances, such as sent in advance into a dangerous unexplored room or to trigger a trap as a failsafe, and feedback ensures that they wouldn't want to do so more than once or twice per scene. A proxy link in this case would be as broad as "anyone meaningfully intend to kill the character behind the proxy, instead of just destroy the proxy and remove their involvement."<br />
<br />
Character examples include Neo from the Matrix, Motoko Kusanagi from Ghost in the Shell, and the Tenno from Warframe.<br />
|}<br />
==Knowledge==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| '''Computers''' -- Finding evidence of forced entry, learning how to operate unfamiliar systems, analyzing the capabilities of robots by their programming, tracking by someone’s internet activity, etc.<br />
<br />
'''Occult''' -- Knowing favored items to negotiate with spirits or things that repel them, resolving the unfinished business of a ghost, decoding ciphers in arcane texts, etc.<br />
<br />
'''Psychology''' -- Attempting to ascertain someone’s honesty, psychological profiling, finding the right approach in interrogation or negotiation, dealing with victims of traumatic events, etc.<br />
<br />
'''Tactics''' -- Anticipating an ambush, predicting an enemy’s movements ahead of time, reading into a goal or strategy through a group’s actions, picking naturally defensible places to build, etc.<br />
|}<br />
==Resistance==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| 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).<br />
<br />
'''Fire and Heat''' -- Immune: Natural heat such as the air of a desert or volcano. Forest fires, burning clothes, or a naturally occurring magma pool.<br />
<br />
Resistant: Flamethrowers, plasma guns, critical reactor heat, fire spells, stellar exposure, etc.<br />
<br />
'''Toxins and Disease''' -- Immune: Ordinary diseases and infections, and toxins that are “bad for you” but don’t have consequences that would manifest within a scene, asides maybe throwing up.<br />
<br />
Resistant: Supernatural or magical diseases or illnesses, curses of poor health, chemical weapons, weaponized viruses, animal venoms, lethal poisons, etc.<br />
<br />
'''Arcane''' -- Immune: Minor cantrips, mild hazard spells, pockets of wild magic, or Protected effects such as polymorphs or disintegrations.<br />
<br />
Resistant: Direct forms of arcane attack or impediment, like magic missiles, curses, explosive runes, binding spells, offensive teleports, etc.<br />
<br />
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.<br />
|}<br />
<br />
==Skill==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| '''Architecture''' -- Building useful structures, reinforcing existing ones to combat readiness, renovating a ruin into a home base, finding structural weak points for demolition, discovering secret rooms, etc.<br />
Mechanical Engineering -- Assessing the purpose of an unknown device, manually operating things like bridges, hangars, and generators, performing standard manual repairs, salvaging for useful parts, performing tuning, upgrades or restorations, etc.<br />
<br />
'''Scouting''' -- Tracking quarries, finding secret passages, discovering or making shortcuts, erasing tracks, picking up on environmental signs, etc.<br />
<br />
'''Spelunking''' -- Navigating, map making and reading, climbing and rappelling, squeezing through small spaces, reading air currents and natural signs, finding things in the dark, etc.<br />
|}<br />
==Vehicle Mastery==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| '''Aerospace Superiority''' -- Jets, combat planes, bombers, starfighters, VTOLs, etc. Works for equivalent flying riding animals such as pegasus knights, griffons, and dragon riders, etc. so long as air combat is happening. Would need an additional Point for exceptionally skilled ground riding.<br />
<br />
'''Air-Ground Support''' -- Helicopters, gunships, landing craft, space troop transports, etc. Likewise large, low-flying riding animals can work here, like dragon strafing runs.<br />
<br />
'''Watercraft''' -- PT boats, hovercraft, jet skis, speed boats, kayaks, amphibious vehicles, etc. Practically any marine creature significantly smaller than a whale.<br />
<br />
'''Fully Staffed Ships''' -- Destroyers, frigates, battleships, etc. of the water, space and air varieties. Riding equivalents are usually colossal war beasts or flying whales or the like.<br />
<br />
'''Automobiles''' -- Cars, trucks, ATVs, jeeps, tractors, APCs, armored vans, etc.<br />
<br />
'''Military Heavy Armor''' -- Tanks, APCs, self-propelled guns, drawn siege-engines, war elephants and similar big stompy monsters, etc.<br />
<br />
'''Single Riding''' -- Motorbikes, jet skis, snowmobiles, horses, etc. Most mounted ground combat could be covered.<br />
<br />
This Particular Advantage allows for extremely limited selections with broad roles, such as:<br />
<br />
'''Flying Cavalry Beasts''' -- Would allow solely for things such as pegasi, griffons, etc. but would cover all aspects of riding them, air, ground, support, dogfighting, mounted combat, etc.<br />
<br />
'''Humanoid Mecha''' -- Similarly, this allows for mecha combat in space, in the air, on the ground, etc. so long as it’s a giant metal person and acts like one.<br />
|}<br />
==Weapon Mastery==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| '''Polearms''' -- Spears, pikes, halberds, glaives, naginatas, polehammers, scythes, shock staves, etc.<br />
<br />
'''Chopping Blades''' -- Cleavers, axes, hatchets, halberds, machetes, etc.<br />
<br />
'''Heavy Strikers''' -- Maces, hammers, war picks, polehammers, clubs, batons, realistic flails, suitably sized improvised cudgels, etc.<br />
<br />
'''Modern Small Arms''' -- Typical rifles, shotguns, handguns, submachine guns, etc.<br />
<br />
'''Explosives''' -- Grenades, rockets, missiles, fuse and barrel bombs, cannonballs, etc.<br />
<br />
'''Hand-To-Hand''' -- Claws, powerfists, knuckle weapons, pile bunkers, etc. May include unarmed combat itself, or things such as knives used as CQC enhancers.<br />
<br />
'''Flexible Wire''' -- Whips, weighted chains, mono-wires, lassos, tentacle spells, etc.<br />
<br />
'''Martial Arts Sticks''' -- Various staves, escrima sticks, tonfas, nunchaku, three-section staff, etc.<br />
<br />
'''Mounted Heavy Weapons''' -- Missile launchers, miniguns, autocannons, ballistae, mangonels, etc.<br />
<br />
'''Archaic Hand-Powered Projectile''' -- Bows, crossbows, javelins, throwing knives, shuriken, etc.<br />
<br />
This particular Advantage allows for extremely limited selections with broad roles, or extremely broad selections with limited roles, such as:<br />
<br />
'''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.<br />
<br />
'''Personal Sniping''' -- Just about any weapon that could be used by an individual to believably engage in sniping, from marksman and anti-materiel rifles to longbows or lasers, but no matter what they use, any of these weapons will fill the role of “sniper”, with their other qualities mostly being perks and window dressing. The extreme focus affords a versatile selection of weapons in that role.<br />
|}<br />
<br />
=Rules on Trappings=<br />
<br />
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.<br />
<br />
==="Conceptual" and "Molecular" Terms===<br />
<br />
Advantages that work on a “conceptual” level cannot include said terminology in their trappings. Advantages have to explain what they actually do in clear terms, and utilizing "conceptual" language does exactly the opposite of this by reaching into abstract territory. “Molecular level control” is understood to be effectively the comic book equivalent of this.<br />
<br />
===The Et Cetera Rule===<br />
<br />
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.<br />
<br />
'''-Acceptable:''' “Black Mage has the magical power to fire blasts of elemental energy (fire, ice, lighting, etc.)” The “etc.” clearly indicates extra elements, but the magic itself has a clear and sufficiently narrow scope. Black Mage could shoot dark or water or earth element attack spells, but it doesn't expand on the utility of the Advantage, merely the VFX.<br />
<br />
'''-Unacceptable:''' “Doppelganger has the ability to completely transform his body into that of a different creature, such as a bear, spider, dragon, werewolf, android, etc.” The “etc.” has no clear bounding or obvious continuation. None of the listed examples are intuitively related, and the entry could spiral into turning into planet-sized space whales for all the reader knows.<br />
<br />
===Hard Numbers and Figures===<br />
<br />
In almost all cases, defining the limits of Advantages through specific, hard and fast numbers will result in being bounced back for revisions. MCM is not a roleplay where comparing statistics is very meaningful, and our Advantages system runs on narrative effectiveness, not power levels. Exactly how many tons a character can lift, how many kilometers per hour they can run, how many kilojoules their laser gun fires, etc. should not appear in Advantages. "Lift a semi truck", "sprint as fast as a car", or "melt holes in battle tanks" are useful and acceptable alternatives.<br />
<br />
===Meta Reference and Rules Restatement===<br />
<br />
Advantages should not be written so that their trappings reference the Advantage system as a meta entity. Dictating interactions with Advantages by their official names or Pip counts, directing the reader around an Advantage section like a wiki, reiterating universal rules on scope/range/etc. is either making pseudo-policy calls, or already implicit in it being on MCM at all.<br />
<br />
=Advantage Policy=<br />
<br />
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.<br />
<br />
'''Non-Player Characters Don't Have Advantages:''' The Advantage system is the core method for PCs to interact with each other and RP as a whole. The many entities that will exist as fixtures of scenes do not adhere to, or benefit from, the same system. NPCs (not the Advantage) abstractly have "whatever abilities are good for the story and fun", and can't enforce things like Skeleton Catch or Power Copy, nor do they possess meaningful tiers of things like Resistance or Anti - Power that trump or cede to characters mechanically. Sometimes this means that plot entities can exceed parameters normally available to PCs for the sake of a story, but never as a long term or irremovable fixture that can still push PCs around.<br />
<br />
'''Threat to Player Characters:''' MCM requires that all player characters are capable of being threatened by reasonably significant bodily danger. Serious enemies and hazards should always be able to present as credible risks to PCs regardless of theme. Though what matters might vary from PC to PC, there is no way to "switch off" the potential for consequences to a character.<br />
<br />
'''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.<br />
<br />
'''Range of Effect:''' Any Advantage that targets another PC is assumed to use a delivery mechanism that is avoidable, even if it doesn't in the source material. To put it another way, Everyone Gets A Save Against Everything. All combat powers are assumed to function with range and methodology which permits meaningful interaction between all players.<br />
<br />
'''Scope of Effect:''' In day-to-day use, Advantages shouldn't exceed a Scope of Effect of one city block, the upper end of which we identify as Kowloon Walled City. When mass destruction happens, we want it to be a plot-significant event, such as when Alderaan is destroyed by the Death Star; not Nappa blowing up a city for giggles. Places with little or no plot significance can play more fast and loose with this rule.<br />
<br />
'''Interaction with MUSH Meta-Elements:''' Advantages that interact with natural Warpgates, Unification, or any other element of the MUSH's back-end, are not possible to have. You can't "de-unify" or leave the Multiverse or MUSH setting.<br><br />
<br />
Additionally, there are a couple of miscellaneous, but important and pertinent rulings on specific uses of Advantages that result in them going outside the bounds of acceptable play.<br />
<br />
'''On Gestalts:''' Certain character concepts can make more sense to apply for as an amalgamation of multiple characters, rather than arbitrarily choosing one and designating the rest as NPCs. This is most common in cases where a pair of protagonists or a group of characters are presented with equal prominence and their dynamics with each other are the central focus. In these cases, where an applicant is applying for a duo or squad as a single bit, we expect that the entire duo or squad functions at exactly the level of one PC ''when all constituent members are participating in something''. A gestalt of two characters is effectively half a character if only one is present and doing something. The bit just plain does not have access to the abilities of characters who aren't present, Likewise, '''all individuals in the gestalt must be represented in the bit's Trouble'''; it is not acceptable to tactically exclude members from a situation in which a Trouble might be tripped. The entire gestalt has one amalgamate "life bar" and/or resource pool like any PC.<br />
<br />
'''On Force Fields and Energy Shields:''' Personal barriers that block incoming damage are common fixtures; a skintight energy shield from a high-tech suit of armor, a mental force field bubble projected by a psychic, or a barrier of magical energy summoned around a wizard to protect himself. These Advantages are okay to apply for, but require some extra consideration when portraying them on MCM.<br><br />
When these Advantages are played, we '''require''' that taking significant damage incurs some kind of strain as a result, so the conceit of force fields completely shutting down damage and guaranteeing the character's safety up until their arbitrary failure point doesn't work out. The armor has a shallow shield with a fast recharge that accrues repeated spillover, the psychic taxes their mental reserves, the wizard takes magic burn damage, etc. Essentially, players don't get to decide on a point of "okay, ''now'' this enemy/hazard matters to me".<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
On a related note, '''there is no such thing as Advantages that implicitly exist'''. Robot NPCs don't confer a free version of Skill - Computers because "logically the character should be a computer wiz to make robots".<br />
<br />
<br />
----<br />
<br />
[[Category:News File]]</div>Relianthttp://multiversemush.com/mw/index.php?title=Advantages&diff=16397Advantages2020-02-18T03:03:35Z<p>Reliant: </p>
<hr />
<div>__toc__<br />
<br />
=What Advantages Are=<br />
<br />
The Advantages system here is how MCM represents the nearly infinite number of potential powers, assets, abilities, and skills that characters can bring to a game like ours. Rather than require that players write up a pitch for all the things they want and ask staff "please", or detailing out an incredibly crunchy mechanical system instead, MCM concerns itself with two things:<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
Using the framework below, a player maps out the major things that the character can do, in the sense of "stunts", "special actions", "contextual buttons", etc. irrespective of the means by which the character accomplishes them. As long as those check out with the system, the details, description, and flavor they want are all basically free.<br />
<br />
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.<br />
<br />
==Advantage Structure==<br />
<br />
The central resource and metric of the Advantage system is a character to character value called Pips (●s). Each character has a total number of Pips to divide up amongst all of their Advantages, which determines how many they have, and how potent each of them is. Pips don't strictly represent "Advantage power", but rather indicate where the character's focus is, which Advantages are most important, and how much narrative impact they have. That is to say, a titanic dragon character who easily can throw boulders around, but only invested one Pip into their super strength, has less scene-solving, strength-related clout than a Captain America who put in three, and they would be a narrative underdog in a test of raw strength between the two, through whatever clever or heroic lens the latter devises. To help get the idea of how many Pips buys what, the rough guideline is:<br />
<br />
●: 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.<br />
<br />
''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.''<br />
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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.<br />
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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.''<br />
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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.<br />
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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.''<br />
<br />
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.<br />
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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.''<br />
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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.<br />
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''Note: In as far as MCM tracks any kind of mechanical Advantage resolution, hard policy is that '''all problems within the scope of a scene are three Pip-resolvable at most'''. Advantages past three Pips are '''always "extra"'''; the only new functionality they enable is self-starting, out of scope ideas.''<br />
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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.''<br />
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<br />
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.<br />
<br />
A character cannot have more than '''6''' ● Advantages, more than '''6''' Incidental Advantages, less than '''3''' or more than '''8''' ●●●+ Advantages.<br />
<br />
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.<br />
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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 ●●●.<br />
<br />
In addition to its Pip rating, all Advantages are given descriptive text, referred to as trappings. The trappings of an Advantage are basically the free space in which a player describes the traits/powers/items/skills/assets/etc. that the Advantage comes from, and gets to talk about what the Advantage looks like and how it works. There are a few rules that must be followed when writing Advantage trappings <link to the section>, but otherwise, the player can write whatever they like.<br />
<br />
==Applying for Advantages==<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
Trappings should also keep in mind language appropriate to the Advantage's level. Describing being a "Peerless master swordsman, unmatched by any man" on a ● Advantage is self-evidently dumb.<br />
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''.<br />
<br />
An Advantage marked '''Protected''' is an Advantage that guarantees a certain amount of extra player leeway on the receiving end, due to being recognized as having the potential to be highly dictatorial, invasive, or un-fun when given the fullest possible weight of our "something happens is better than nothing happens" policy. When Protected-marked Advantages are used on a PC, that player is never obligated to provide anything more than "something to work with", if appropriate, as a result; pressuring a player to accept all intended consequences of the Advantage can be considered abuse.<br />
<br />
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 ●●●.<br />
<br />
=Advantage Formatting=<br />
<br />
A complete Advantage grouping looks like:<br />
<br />
Black Magic:<br />
<br />
Black Mage is a career expert in wielding destructive and debilitating magic, using elemental attacks and status to destroy his foes.<br />
<br />
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.<br />
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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.<br />
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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.<br />
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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.<br />
<br />
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''.<br />
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==Minimum Expectation==<br />
<br />
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.<br />
<br />
==Non-Advantages==<br />
<br />
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.<br />
<br />
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.<br />
<br />
==Redundant Advantages==<br />
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.<br />
<br />
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.<br />
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=Advantages A-K=<br />
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'''Advantages A-K'''<br />
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{| class="LogTable"<br />
|- class="LogRow"<br />
! class=HeaderCell | Designation<br />
! class=HeaderCell | Trappings<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Adaptation'''<br />
{{!}} class="LogCell" {{!}} The character is less affected by the hazards of hostile environments, such as hard vacuum, crushing pressure, lethal heat or cold, deadly radiation, etc. or specific exotic threats ambient to a locale, like Toukiden's Miasma, the Abyss of Dark Souls, or the Wyld from Exalted.<br><br />
'''Required:''' What kinds of environments the character can mitigate. This list should be comprehensive, and not implicit, wherever possible.<br><br />
'''Investment:''' A broader range of environments, and/or greater protective strength against them.<br><br />
'''Related:''' Adaptation confers protection, not capability. You still require '''Flight''' to fly through space, '''Mobility''' to burrow through desert sand, etc.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Analysis'''<br />
{{!}} class="LogCell" {{!}} The character can examine targets of their attention and gain useful information about them that wouldn't normally be discernible. High tech scanners, psychometry, and detection spells are obvious examples, but things like determining someone's recent activities by smell or instantly analyzing a robot with intuitive genius are also valid ones.<br><br />
'''Required:''' What targets are valid for Analysis (people, machines, landmarks, etc.) and what information they get from them (functions, elemental alignment, origins, weaknesses, etc.).<br><br />
'''Investment:''' Information of greater breadth, detail, and/or obscurity.<br><br />
'''Related:''' Analysis is a targeted examination of something. To pick up on cues inherent to the locale, see '''Extraordinary Senses'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Anti - Power Genre'''<br />
{{!}} class="LogCell" {{!}} The character can dampen, counter, nullify, or otherwise interfere with the use of some kind of power in their presence. Counterspells, disenchantment, teleportation shields, psionic suppression fields, etc. are common examples.<br><br />
'''Required:''' A well-defined "genre" of power that this Advantage applies to which is significantly more specific than universal catchalls like "magic" or "technology", and at least implicitly how another character would get around it (for instance, moving out of a suppression field).<br><br />
'''Protected:''' Always.<br><br />
'''Investment:''' Stronger interference.<br><br />
'''Related:''' This Advantage interferes with other actors using their powers, and does not personally protect the character from being affected. See '''Resistance''' for personal protection.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Arsenal - Melee/Ranged/Named'''<br />
{{!}} class="LogCell" {{!}} The character has one or more attacks, whether through weapons, magic, technology, natural abilities, or special techniques, that are specialized to them and likely unusually powerful or complex when compared to the arsenals of combat characters of their theme archetype. The character may have a short list of favored or iconic attacks, or even just one or two that are extra important, but the idea is that the character has some degree of special emphasis on a narrow selection of them. The character is presumed to be competent enough in using them to make them effective in combat, but mainly, these specific attacks are either extra powerful and damaging for an attack of their rating, or they possess some complex and dangerous form of delivery mechanism, damage type, special gimmick, etc. The narrower the range, the more powerful the individual attack sources can be, or the more elaborate the gimmick.<br><br />
'''Required:''' A clearly defined and limited selection of damage-dealing abilities. They should be described as inclusively as possible, instead of using implicit bounding. Many different sources of the same kind of attack, such as many different guns that all shoot the same homing trickshot smart bullets, are fine as long as the attack itself is defined.<br><br />
'''Credit:''' ● to an Arsenal - Melee if the character possesses at least ●● Arsenal - Ranged, or ● to Arsenal - Ranged if the character possesses at least ●● Arsenal - Melee.<br><br />
'''Investment:''' More powerful or more complex special attacks.<br><br />
<br />
'''Arsenal - Melee''' strictly contains attacks that are used in close range combat, with some extra leeway in how they're utilized as a close combat stunting ability.<br><br />
<br />
'''Arsenal - Ranged''' can contain attacks that work at long range, but are strictly damage delivery mechanisms and nothing else, however fancy or complex they are.<br><br />
<br />
'''Arsenal - Named''' may have only one major gimmick per Pip invested, and splitting it between gimmicks reduces each one's individual effectiveness.<br><br />
'''Related:''' Not every character that can fight will need Arsenal to represent it. The majority of characters lean on '''Combat Options''', which provides a very broad variety of many attacks for less Pips than Arsenal, though of less especial complexity, or '''Weapon Mastery''', which provides various manners of effective attacks and stunts that the chosen weapon or weapons could be used to pull off.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Bane - Target'''<br />
{{!}} class="LogCell" {{!}} The character is readily able to exploit the weaknesses, flaws, nature, or behaviors of a specific archetype of enemy. They might habitually carry specialist gear, such as silver bullets, garlic, cold iron, etc. or they might simply be an accomplished specialist at fighting a certain kind of foe, or in some cases, they might have some ability that reacts especially effectively with certain targets. A World of Darkness hunting urban supernatural evils with silver, fire, and True Faith is an example, as is Geralt of Riviera from the Witcher and his encyclopedia of tactics and poisons to use against monsters of folklore.<br><br />
'''Required:''' A clearly defined and coherent archetype of applicable enemy. There are examples further down the page.<br><br />
'''Credit:''' ● for no more than two Banes.<br><br />
'''Investment:''' More severe effects against the chosen enemy type, clearly in service of "fighting an enemy".<br><br />
Minimum ●<br><br />
'''Related:''' The trope kind of expertise that usually goes with the "monster hunter" archetype is easily represented with '''Analysis''' or '''Knowledge'''. A Bane doesn't give them special information about a target.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Buffs'''<br />
{{!}} class="LogCell" {{!}} The character possesses means to improve the the overall effectiveness of individuals or groups when engaged in certain tasks, whether through magic, science, psychic powers, supernatural leadership, etc. The targets (including the character) don't gain a specific new ability, but their efforts are enhanced directly, such as their combat efforts being enhanced by various attack and defense buffs, or their hacking efforts enhanced by a technopathic overclock, or magical efforts enhanced by the character serving as a magic battery or amplifier.<br><br />
'''Required:''' The specific arena(s) of effort the character can improve upon.<br><br />
'''Investment:''' More powerful buffs, and/or slightly broader applicable tasks.<br><br />
'''Related:''' The thing that fully gives other characters full Advantages is '''Share Powers'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Combat Options'''<br />
{{!}} class="LogCell" {{!}} The character possesses a variety of means with which to straightforwardly attack and deal damage, whether they be weapons, spells, natural abilities, psionic or elemental powers, etc. This Advantage can encompass very large numbers of different attacks and techniques at little cost, and is in fact intended to make it easy to buy up full lists of things like elemental blasts, firearms and explosives, etc. in one go, but its sole purpose is dealing damage. These attacks have no extra effects, and the maximum level of unique delivery or behavior they can come with is defined roughly at "a heat seeking missile" or "chain lightning". The character is presumed to be competent enough at using this Advantage to be an effective attacker.<br><br />
'''Required:''' A list of the types of attacks the character has access to, which need not be exhaustive, but must clearly indicate the limits of its thematic breadth and reach.<br><br />
'''Investment:''' A broader range of attack themes and types, and/or more powerful and impressive attacks.<br><br />
'''Related:''' Attacks with major gimmicks or heavy individual importance fall under '''Arsenal'''. Attacks that cause status effects will likely use or include '''Debilitation'''. Significant all-around skill with specific weapons or combat styles falls under '''Weapon Mastery'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Communication'''<br />
{{!}} class="LogCell" {{!}} The character can make themselves understood regardless of the entity they're speaking to, as long as it has the intelligence to process the concepts they are communicating. Likewise, the character can perfectly comprehend the closest thing to communication that their partner has. They may be able to apply this to written languages as well.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' This Advantage can only be purchased for ●<br><br />
'''Related:''' To intuit information that another entity isn't communicating, '''Mind Reading''' or '''Mental Intrusion''' is usually appropriate. Lifting information from things that don't communicate at all is usually doable with '''Hint'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Contract - Collateral/Exchange'''<br />
{{!}} class="LogCell" {{!}} The character can forge agreements with other entities that establish specific terms between them, by which violating them inflicts some sort of punishment, and/or succeeding provides some sort of reward Faustian bargains with devils, boons and curses granted by gods, or various magical geases, can fall here. The full workings of Contract are explained in [[Power Copy|this article]].<br><br />
'''Required:''' ●<br><br />
'''Protected:''' Always.<br><br />
'''Investment:''' From ● to ●●●, increases number of possible Contracts and how many pips of Advantages are shared. ●●●● to ●●●●● solely increases number of possible Contracts.<br><br />
'''Related:''' The means by which a character can always give out as many benefits as they want, provided they are at the scene itself, is still '''Share Powers'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Conveniences'''<br />
{{!}} class="LogCell" {{!}} The character has access to one or more convenient gadgets or powers that make their life a little easier, defined as not being significantly more potent than "what a middle-class citizen of New York would carry on their person", such as having telepathic communication instead of a cellphone, or an eidetic memory for Google search-type trivia instead of a laptop.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' The Advantage can only be an Incidental Advantage. It's little more than a flavorful and occasionally very niche twist on Non-Advantages.<br><br />
'''Related:''' Having casual access to normal items of a significant grade of utility frequently entails '''Wealth''', or an associated '''Skill''' with which it'd be used, such as a '''Skill''' in medicine to have automatic access to professional medical equipment as a prerequisite.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Cure'''<br />
{{!}} class="LogCell" {{!}} The character can treat others to heal or dispel harmful abnormalities and afflictions. These afflictions may be physical, but also possibly mental or magical, like dispelling curses or curing madness. Curing someone doesn't treat the basic effects of "taking damage", beyond perhaps pain. Final Fantasy' Esuna spell and Pokemon's status clearing items are examples.<br><br />
'''Required:''' The scope of the variety of abnormalities and afflictions the character can cure. This may be a little open ended by necessity, but must be clearly limited.<br><br />
'''Investment:''' A greater breadth of curable maladies and/or greater efficacy in curing severe ones.<br><br />
'''Related:''' If you're looking to heal someone from the damage they've taken, '''Healing''' is it. If the character themself shrugs off status effects on their person, see '''Immunize'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Debilitation'''<br />
{{!}} class="LogCell" {{!}} The character can inflict detrimental effects and adverse conditions on others to disrupt and hinder enemies. Video game-style debuffs, paralysis, freezing, etc. easily fall here as the most generic example, but things like pressure point strikes, riot control tools, various drugs and poisons, physic hallucinations, gravity or slow fields, or even tabletop spells like magically sticky floors, are solid examples of this Advantage, as a broad catchall.<br><br />
'''Required:''' The overall thematic of the debilitating effects the character inflicts, with clear bounding.<br><br />
'''Investment:''' Greater variety and/or potency of effects.<br><br />
'''Related:''' An effect that would take someone completely out of an interaction, like "realistic" paralysis, strictly falls under '''Incapacitation'''. For something that directly suppresses a specific kind of power, see '''Anti'''. Though generic "poison" or "burn" conditions can appear here, they tacitly acknowledge that they can't seriously injure someone on their own, and exist as a complication; '''Combat Options''' or '''Arsenal''' would deal real damage.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Deconstruction'''<br />
{{!}} class="LogCell" {{!}} The character has some tool or ability that selectively and concisely removes an element somewhere in a scene. Whether it's a D&D Rust Monster disintegrating a metal item, a Starbound Matter Manipulator breaking down terrain into raw components, a micro black hole spaghettifying the surroundings, a Magic the Gathering-style extraplanar banishment, or an angry god turning someone into a pillar of salt, a target that "fails the save" is just not in the scene anymore. Unlike hitting something with enough damage to break it, it's fairly unlikely that the target is salvageable in any major way.<br><br />
'''Required:''' N/A<br><br />
'''Protected:''' Possessions of consequence belonging to PCs. Being used on another PC will result in a harmful attack, if appropriate.<br><br />
'''Investment:''' The ability to affect more important/protected targets; taking a unique, powerful, big deal magical artifact straight off the table isn't a ● Advantage.<br><br />
Minimum ● There's absolutely no point to an Incidental Deconstruction.<br><br />
'''Related:''' Any kind of damage-dealing Advantage, such as '''Combat Options''', Arsenal''', an appropriate '''Weapon Mastery''', or perhaps even a relevant '''Skill''' such as for demolitions, can break or destroy something in a standard way.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Defensive Paradigm'''<br />
{{!}} class="LogCell" {{!}} The character has an unusual defensive ability or property that influences combat in a dynamic way. They might use precognition to defend against normally unavoidable attacks, reflect them back at other targets, cut through curses or brainwaves with a sword, share the pain of taking damage, negate the inertia of being hit, reverse time to retry a defense several ways, teleport through attacks, or any kind of specific, crazy gimmick that alters how a fight with them is fought.<br><br />
This Advantage doesn't make them passively harder to kill, like with armor or self-healing; it's a defensive stunt that is intended to be respected.<br><br />
'''Required:'''The nature of the defensive stunting, and in the case it can invalidate a very wide range of types of attack, a salient limitation; a character's defense button cannot work perfectly against everything until the player deems that it hasn't.<br><br />
'''Investment:''' An increased number of special defense mechanics up to the Pip rating of the Advantage, or a more extreme gimmick with greater reach and impact on a fight. An Incidental example works only on attacks that wouldn't be allowed to work anyways. An example any lower than ●●● cannot expect to work on "everything, unless".<br><br />
'''Related:''' There is a ton of overlap from a lot of different Advantages that could probably serve to fill the role of this one, depending on the example. '''Defensive Paradigm''' exists to bend the usual flow of combat a little in a cool and flavorful way, rather than have immense utility; someone with '''Teleportation''' who could already easily dodge the attack, is able to dodge by teleporting out of the way instead of ducking or diving, and someone with '''Speed''' and '''Weapon Mastery''' at a high level can parry bullets with a sword. Pick this one if the gimmick in question has a very narrow, strong, characterizing trick to it.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Disguise'''<br />
{{!}} class="LogCell" {{!}} The character can adopt the appearance and form of someone or something else, whether via expert makeup and impersonation, magical shape changing, holographic camouflage, etc. They don't gain or lose any traits or abilities; they are disguised to avoid suspicion, gain access to things, places, information, etc.<br><br />
'''Required:''' Who or what the character can disguise themself as.<br><br />
'''Protected:''' Impersonating another PC.<br><br />
'''Investment:''' More convincing and comprehensive disguises. A simple "alter ego" is usually only an Incidental Disguise, like Clark Kent putting his glasses and collared shirt on.<br><br />
'''Related:''' Adopting an appearance meant to hide the character from even being see is certainly a type of '''Stealth''' rather than being "disguised" as a bush or something.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Entry Methods'''<br />
{{!}} class="LogCell" {{!}} The character has extraordinary means obtaining entry to places they aren't supposed to go, by defeating or overcoming obstacles meant to keep them out and opening up a way in. Anyone can kick down a door or blow a hole in a wall; the character might instead pick locks, hack keypads, detect and dodge wires, fit through tiny spaces, precisely breach with controlled damage, or so on.<br><br />
'''Required:''' The general variety of security measures or obstacles, manmade or incidental, that the character can get past.<br><br />
Minimum ● If security is meaningful enough to require an Advantage, an Incidental Advantage won't do it.<br><br />
'''Investment:''' The ability to gain entry to harder to reach areas.<br><br />
'''Related:''' A character that simply goes right through walls would be looking for '''Intangibility''' instead. A character that gets into places by just leveling or making ways through any obstacles would be looking at '''Field Shaping'''.<br />
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{{!}} class="LogCell" {{!}} '''Extraordinary Senses'''<br />
{{!}} class="LogCell" {{!}} The character is able to pick up on some sort of sensory "cue" or stimuli within a scene that would normally be undetectable, giving them extra information to work with. Sonar and infrared sensors, feeling vibrations through the earth like Toph Beifong from Avatar, picking out someone's appearance from listening to rain like Daredevil, the D&D "detect spells", fit the bill here.<br><br />
'''Required:''' What additional sensory acuity the character has. This usually entails an example of what they might pick up, though common knowledge and parlance like "night vision goggles" doesn't necessitate one. This cannot simply be declaring a target of choice and writing "I sense it"; being able to sense auras of evil-aligned magic is not the same as "I sense evil people". The sole exception is the common and generic "I can see ghosts".<br><br />
'''Investment:''' A greater range of extra sensory cues and/or heightened awareness of them.<br><br />
'''Related:''' This Advantage picks up an element of the scene that would otherwise go unnoticed (a "cue"). To get a bunch of new information about something the character is already aware of, see '''Analysis'''. This may and can result in an '''Extraordinary Sense''' making a character aware of a new cue, thus becoming a valid thing to analyze.<br />
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{{!}} class="LogCell" {{!}} '''Field Shaping'''<br />
{{!}} class="LogCell" {{!}} The character has the capacity to radically reshape the nature of the area around them, whether in the literal sense by manipulating the terrain itself, destroying it with massive attacks, or creating structures, or by means such as flooding it, filling it with smoke, altering gravity, or using their Advantages as traps or obstacles.<br><br />
'''Required:''' How the character can influence the field, in a strongly bound way.<br><br />
'''Investment:''' A greater range of effects and/or alterations of greater scope.<br><br />
'''Related:''' The Advantages '''Arsenal''' or '''Combat Options''' can be used to create deadly hazards, while things like '''Debilitation''' can create tactically advantageous zones. '''Toughness''' might create large shields to protect others. '''Teleportation''' is often combined for the purpose of making portals or wormholes. Almost anything can be made an area effect, though largely indiscriminate in its use; not like '''Buffs''' or '''Share Powers'''.<br />
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{{!}} class="LogCell" {{!}} '''Flight'''<br />
{{!}} class="LogCell" {{!}} The character can fly. Aerial flight or space flight are encompassed the same way under this Advantage, or both.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Greater control and range of flight. Not extreme speed. A minimum of ● is required to essentially negate the threat of heights.<br><br />
'''Related:''' Gaining greatly increased speed via flight still requires '''Speed'''. Stunting around difficult or hazardous terrain that would impede flight still requires '''Mobility'''.<br />
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{{!}} class="LogCell" {{!}} '''Hacking'''<br />
{{!}} class="LogCell" {{!}} The character can access, utilize, and/or control secure computers and/or machines. This Advantage has broad utility when interacting with things that are ostensibly hackable, but is strictly limited to those things. The Major from Ghost in the Shell, Sombra from Overwatch, and Cortana from Halo, are examples of big users of Hacking.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Access to more secure devices and greater control.<br><br />
Minimum ●<br><br />
'''Related:''' Hacking of sapient mechanical entities still requires '''Mind Control''' or '''Mental Intrusion'''.<br />
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{{!}} class="LogCell" {{!}} '''Hammerspace'''<br />
{{!}} class="LogCell" {{!}} The character can store and carry improbably large quantities of stuff on their person with ease. Things like bags of holding, video game inventories, and pocket dimensional storage fall here.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Hammerspace is usually an Incidental Advantage. Pips are only required for performing scene-altering stunts with the storage itself.<br><br />
'''Related:''' The idea of catching and reusing attacks is covered by '''Defensive Paradigm''' or '''Power Copy'''. The stuff usually inside the hammerspace itself still requires Advantages.<br />
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{{!}} class="LogCell" {{!}} '''Healing'''<br />
{{!}} class="LogCell" {{!}} The character can heal injuries and damage sustained by people or creatures. This Advantage concerns "HP loss" and only strictly related symptoms. Targets are not necessarily required to be strictly organic.<br><br />
'''Required:'''N/A <br><br />
'''Investment''' More effective healing.<br><br />
'''Related:''' If the character heals on their own, or heals themself, '''Regeneration''' is needed. '''Cure''' is the Advantage for removing "status effects" or things like diseases.<br />
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{{!}} class="LogCell" {{!}} '''Hint'''<br />
{{!}} class="LogCell" {{!}} The character has some ability they can invoke to gain useful information about their situation or a course of action. Future sight, divine inspiration, psychometry, talking with spirits, or plain super genius often fit here. As per its name, this Advantage essentially asks for information from a scene runner or fellow player. Since this Advantage isn't marked Protected, the player is always entitled to something helpful in the spirit of the Advantage, but not necessarily a highly specific or detailed piece of desired information. Hint is an active Advantage; it's not entitled to anything unless a player uses it.<br><br />
'''Required:''' An idea of where the Advantage can gain information and of what kind.<br><br />
'''Investment:''' More detailed information and/or a greater variety of appropriate situations.<br><br />
<br />
Minimum ●●● for obtaining information about things one or more scenes in advance.<br><br />
<br />
Minimum ● otherwise. Hint cannot be an Incidental Advantage.<br><br />
'''Related:''' To gain information about something of specific interest, look at '''Analysis''', which allows a character to target a scene element and learn desired details about it. To simply pick up on special cues within a scene, '''Extraordinary Senses''' may be appropriate.<br />
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{{!}} class="LogCell" {{!}} '''Illusions'''<br />
{{!}} class="LogCell" {{!}} The character can create convincing illusions of people, places, objects, or other things. Usually these are visual illusions, but they might apply to other senses too, like conjured sounds or phantom sensations. Holograms, psychic powers, illusion magic, or similar are commonly here. Illusions never affect their environment, nor people; they can only deceive or misdirect them.<br><br />
'''Required:''' The scope of what can be faked, and what can give them away.<br><br />
'''Protected:''' Impersonations of other PCs.<br />
'''Investment:''' Larger/more complicated/more convincing illusions that might deceive more senses.<br><br />
'''Related:''' Illusions can't be used to make a character or object simply disappear; this is a function of '''Invisibility'''. Likewise, though illusions might help greatly with sneaking, '''Stealth''' is still an applicable Advantage to put it to use, and to hide, maneuver, and accomplish tasks stealthily.<br />
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{{!}} class="LogCell" {{!}} '''Immortality'''<br />
{{!}} class="LogCell" {{!}} The character doesn't die, or at least doesn't stay dead, when fatally injured. Voldermot from Harry Potter, Alucard from Hellsing, Cell from Dragon Ball Z, and the Chosen Undead from Dark Souls, are examples of this Advantage in action. All Immortality on MCM requires a "Catch"; a set of criteria where the character can actually die for real, or is otherwise "not a Player Character anymore"; there is no infallible mortality on MCM.<br><br />
'''Required:''' The Catch, as well as information on where and when the character reenters play. Since this can sometimes be difficult to nail down, some examples of commonly accepted types of Immortality Catches are listed on this page.<br><br />
'''Investment:''' The Catch becomes more difficult to fulfill. Again, the list of Immortality Catches should give a good idea of what tier of relevance this has.<br><br />
Minimum ●, Maximum ●●●<br><br />
'''Related:''' Immortality means the character doesn't die, not that they aren't harmed. A character who gets back up with restored health right after being killed would need '''Regeneration''' to heal in combat time. A character that simply tanks through being killed, or reduces the damage of fatal injuries, could probably use '''Toughness'''.<br />
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{{!}} class="LogCell" {{!}} '''Imperishable'''<br />
{{!}} class="LogCell" {{!}} The character has little to no need for one or more things that are considered basic staples of survival, including food, water, sleep, etc. They may or may not also suffer from ageing at a highly reduced rate, or not at all. They might also not strictly require oxygen, but this Advantage doesn't protect against any breathing (or lack thereof) hazards.<br><br />
'''Required:''' Which basics the character is not affected by.<br><br />
'''Investment:''' Imperishable is always an Incidental Advantage.<br><br />
'''Related:''' The corner case of "not needing air" can only be significant defense against hazards with Advantages like '''Adaptation''' or '''Resistance'''.<br />
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{{!}} class="LogCell" {{!}} '''Immunize'''<br />
{{!}} class="LogCell" {{!}} The character can rid themselves of, or immediately shrug off, harmful abnormalities and afflictions. These afflictions might be physical, such as being paralyzed, poisoned, or diseased, but also possibly metaphysical, like resisting curses. This Advantage doesn't restore the character's health beyond the removal of the condition.<br><br />
'''Required:''' The scope of the variety of abnormalities and afflictions the character can cure. This may be a little open ended by necessity, but must be clearly limited.<br><br />
'''Investment:''' Greater resilience or purging of more powerful and/or varied status effects<br><br />
'''Related:''' In all ways, this Advantage is the self-affecting version of '''Cure'''. The same relations apply, such as needing '''Healing''' to gain back "HP" or restore damage.<br />
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{{!}} class="LogCell" {{!}} '''Incapacitation'''<br />
{{!}} class="LogCell" {{!}} The character has an effective and reliable means of subduing opponents with means other than physical harm, or which are at least minimally harmful. Incapacitation is meant to be for methods which are expected to be unusually effective, not just grabbing someone or hitting them with the blunt side of a sword and hoping it does the trick. Numerous examples include stun phasers from Star Trek, the tranquilizer guns and takedowns from the Metal Gear Solid games, magic such as The Sleep from Cardcaptor Sakura, Mid-Childan non-lethal magic from the Nanoha series, or "remove from combat" conditions such as Frog or Stone from the Final Fantasy series. While Incapacitation will often immediately remove minor NPCs from a scene, there is typically no such thing as instant incapacitation of a significant foe; hitting them with repeated applications or weakening them first should be expected, to adhere to sensible combat interactions.<br><br />
'''Required:''' A description of the state of incapacitation the character puts others in, and how it can be lifted, or roughly when it wears off by itself. The latter condition may be implicit in some cases.<br><br />
'''Protected:''' Making transformations to other characters.<br><br />
'''Investment:''' Dealing more "incapacitation damage", in terms of applying it more swiftly and reliably.<br><br />
'''Related:''' In some cases, it might be appropriate for a user of '''Weapon Mastery''' to pull off combat stunts that restrain or knock their opponent out without killing them, though probably still fairly harmfully, and only with a reasonably narrow category and with a reasonable Pip investment. '''Debilitation''' is a better source of weakening and impeding an enemy for an immediate advantage.<br />
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{{!}} class="LogCell" {{!}} '''Intangibility'''<br />
{{!}} class="LogCell" {{!}} The character can pass through solid objects without disturbing them. Typical ghosts do this a lot, though more specific examples are Kitty Pryde from X-Men, Fate/ series Servants or Exalted spirits dematerializing, or characters from games like Shadowrun or D&D using astral projections. Brief Intangibility may be used to stunt 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.<br><br />
'''Required:''' N/A<br><br />
Minimum ●<br><br />
'''Credit:''' ● if the character has Teleportation ●● or higher.<br><br />
'''Investment:''' The ability to pass through more "restrictive" or "defensive" objects. The physical characteristics, like density or weight, don't matter narratively. A ● Intangibility can't pass through a highly secure bunker, or escape a grapple from a skilled enemy.<br><br />
'''Related:''' If the character becomes intangible as a primary form of reducing or negating harm, '''Defensive Paradigm''', or possibly '''Toughness''', are appropriate.<br />
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{{!}} class="LogCell" {{!}} '''Intrusion Immunity'''<br />
{{!}} class="LogCell" {{!}} The character has partial or full resistance to effects that invasively influence or examine their thoughts and feelings. They might have special training, protective equipment, or just natural immunity, but regardless of the method, this Advantage is a hard "opt out" of dictatorially affecting what the character thinks or feels, or reading their thoughts or intentions. While MCM's policy still asks that this immunity not be outright disrespectful in nature; these spaces are already Protected, and so someone who has invested into this Advantage needs no further reason to block effects of the same tier or lower.<br><br />
'''Required:''' N/A, though it's encouraged to provide what the theme of the immunity is.<br><br />
'''Investment:''' Immunity to higher tier effects, from both PC and NPC sources.<br><br />
Minimum ● Maximum ●●●<br><br />
'''Surcharge:''' ●<br><br />
'''Related:''' In certain cases, it might be plausible to cure or shrug off "mental status effects" inflicted by mental influences, using specialized '''Cure''' or '''Immunize'''. 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.<br />
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{{!}} class="LogCell" {{!}} '''Invisibility'''<br />
{{!}} class="LogCell" {{!}} The character can conceal themselves in such a binary and effective way that it is no longer hiding or masking their presence, but that they just won't be found until they interact with something. The usual Invisibility is the visual kind, like provided by invisibility spells like in Harry Potter, optical camouflage like the Predator or Ghost in the Shell, or sometimes natural ability, like chameleonic skin, or superheroes like Toru Hagakure from My Hero Academia. Other forms however, like psychic invisibility compelled by the Silence from Doctor Who, the Stone Mask from The Legend of Zelda, or the Dummy Check Esper ability from a Certain Scientific Railgun, are considered to be the same effect.<br><br />
'''Required:''' N/A, though without further description, the invisibility is assumed to apply only to sight.<br><br />
'''Investment:''' Greater effectiveness, and possibly a greater range of senses affected. ● Invisibility will usually provide cover from individually unimportant but collectively meaningful NPC attention, or provide niche invisibility regarding a specific stunt or power of the character's. ●● Invisibility is presumed to be effective in concealing the character, has notable limitations that cap the character's ability to go wherever they place all the time, like subtle visual cues, a strict time limit, dispelling when attacking, etc. ●●● Invisibility is close enough to be flawless that its integrity isn't in question until the character engages in very obvious activities or suitably great effort is put towards discovering them.<br><br />
'''Surcharge:''' ● for ● Invisibility, ●● for ●● Invisibility, ●●● for ●●● or higher Invisibility.<br><br />
'''Related:''' Invisibility alone doesn't guarantee that a character can accomplish things stealthily or undetected. '''Stealth''' covers the major aspects of being genuinely sneaky, and Illusions still have their major use in misdirecting and deceiving people, which synergize with Invisibility if desired.<br />
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{{!}} class="LogCell" {{!}} '''Knowledge - Field'''<br />
{{!}} class="LogCell" {{!}} The character is exceptionally knowledgeable about a particular field that is concretely useful in solving scene problems or specifically advantageous in scene scenarios. In this case, it's the information itself that is the valuable tool, rather than a practical effect.<br><br />
'''Required:''' A category of Knowledge, and at least two specific examples of how the field is useful to the character in day to day RP circumstances. A sweeping and vague "knows a lot about a thing" won't fly; it has to have examples of an obvious impact.<br><br />
'''Investment:''' Broader and more detailed knowledge with greater practical impact.<br><br />
Minimum ● Trivially accessible knowledge is something any character can have.<br><br />
'''Related:''' A character cannot implicitly gain the use of another Advantage for having Knowledge. For instance, Knowledge - Computers doesn't give a character the use of Hacking, though a thin slice of shared effect space might exist. Carefully consider whether the character actually needs Knowledge to do the things they do, or whether it's simply an element of their background.<br />
|}<br />
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<br />
= Advantages M-W =<br />
<br />
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'''Advantages M-W'''<br />
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{| class="LogTable"<br />
|- class="LogRow"<br />
! class=HeaderCell | Designation<br />
! class=HeaderCell | Trappings<br />
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{{!}} class="LogCell" {{!}} '''Mental Intrusion'''<br />
{{!}} class="LogCell" {{!}} The character can broadly perceive, analyze, influence, and/or edit the mental attributes of other beings, whether their thoughts, feelings, memories, etc. This Advantage assumes the character can do this to a supernatural or superhuman degree, even if through mundane skill, rather than psychic control or super brain simulation.<br><br />
'''Required:''' What types of influence the character has with minds.<br><br />
'''Protected:''' Always.<br><br />
'''Investment:''' More powerful and/or flexible effects.<br><br />
Minimum ● Maximum ●●●<br><br />
'''Related:''' Mental Intrusion is the appropriate, fully subsidized space for characters who can both read and write to other people's minds. For characters with a narrower range, see '''Mind Control''' or '''Mind Reading'''; having just one of them costs less Pips than having both functions inherent in Mental Intrusion.<br />
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{{!}} class="LogCell" {{!}} '''Mind Control'''<br />
{{!}} class="LogCell" {{!}} The character can directly control the minds of others, or else influence their thoughts and feelings with such effectiveness and precision that it amounts to the same thing. The character might be able to completely control the actions of another, but they might also be capable of performing elaborate tasks such as implanting compulsions and triggers, creating false ideas or delusions, changing feelings regarding things, or erasing or editing memories.<br><br />
'''Required:''' An idea of which kinds of control the character has over minds.<br><br />
'''Protected:''' Always.<br><br />
'''Investment:''' More powerful mind control.<br><br />
Minimum ● Maximum ●●● including Credit.<br><br />
'''Credit:''' ●<br><br />
'''Related:''' Though it's possible to simply force a mind controlled entity to verbally divulge what they know, any information gained in this way is assumed to be much less clear, reliable, unbiased, or complete, not to mention less subtle, than by using '''Mind Reading'''. If the character possesses both abilities however, '''Mental Intrusion''' is intended to be the more cost efficient catchall.<br />
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{{!}} class="LogCell" {{!}} '''Mind Reading'''<br />
{{!}} class="LogCell" {{!}} The character can gain information about the thoughts, feelings, intentions, or mental characteristics of others. They might be directly reading the information out of their mind with psychic or magical means, but anything sufficiently intrusive, like simulating their thoughts with a supercomputer, or using superhuman intuition and psychology, amounts to the same effect. The Advantage allows for precise information to be easily and usually subtly obtained.<br><br />
'''Required:''' An idea of what information the Mind Reading extends to.<br><br />
'''Protected:''' Always.<br><br />
'''Investment:'''More far reaching and accurate information gathered.<br><br />
Minimum ● Maximum ●●● including Credit.<br><br />
'''Credit:''' ●<br><br />
'''Related:''' As with '''Mind Control''', the completed suite of mind influencing abilities between the two is inherently cheaper with '''Mental Intrusion'''. '''Mind Reading''' and '''Mind Control''' exist as a subsidized spaces for a character to do one or the other for less cost.<br />
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{{!}} class="LogCell" {{!}} '''Mobility'''<br />
{{!}} class="LogCell" {{!}} The character can adroitly navigate complex, dense, difficult, and/or hazardous routes by means of exceptional or enhanced movement ability. Parkour, diving, jump packs, wall climbing, grapnel hooks, water turbines, video game-style double jumps and air dashes, etc. Feats such as running across water, balancing on clotheslines, or clinging to ceilings, are within reach of Mobility of a suitable rating. Examples include Spider Man, Batman, and Catwoman, Mario and Luigi, Faith from Mirror's Edge, Genji from Overwatch, and almost any Wuxia theatre-type character.<br><br />
'''Required:''' The ways in which the character's mobility is enhanced. References to commonly understood ideas are acceptable shorthand, though ideally some form of example stunt should be included.<br><br />
'''Credit:''' ● if the Mobility contains water-related or aerial stunts and the character already possesses '''Water Prowess''' or '''Flight''' at ●●● or higher.<br><br />
'''Investment:''' Greater ability to mitigate or ignore the difficulties or perils of navigating obstacles, or movement abilities with a wider variety of applicable situations.<br><br />
'''Related:''' Mobility might help the character avoid various perils, but if they wish to, for example swim safely in lava instead of water, or at the bottom of the ocean they require '''Adaptation'''; another example is that if they take a high speed fall from parkouring at height, '''Flight''' or '''Toughness''' would be what it takes to not splat at the bottom.<br />
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{{!}} class="LogCell" {{!}} '''NPCs'''<br />
{{!}} class="LogCell" {{!}} The character bit has the use of one or more entities besides the named central character themself. These "extra" beings usually comply or cooperate with the character, though even if they are less than cooperative in-character, the player still has full and total control over them. In all circumstances, the NPC or NPCs are of lesser importance and relevance than the main character; the benefits of the Advantage are that these extra characters can be easily changed up, expended, or sent out to represent the character's interests, without extra limitations on the player's part. The restrictions are that NPCs can only have access to Advantages that are on the character's list, and that losing the NPCs must still amount to some kind of non-trivial consequence or setback to the character, depending on their rating.<br><br />
'''Required:''' The generalities of what the NPCs do and their thematic limits. A reader should be able to tell that Storm Troopers don't use the Force or swing around lightsabers.<br><br />
'''Investment:''' More powerful, effective, and generally relevant NPCs.<br><br />
● NPCs are at the level of mooks or extras. They can apply their abilities in limited situations and tackle minor problems in the character's stead, but overall they can't do much more than bog down another PC, limited to being a minor obstacle or inconvenience. Blobs of generic Stormtroopers, red shirts, or workmen are example. Losing them is a minor setback and they are quickly replaceable.<br><br />
●● NPCs are comparable to a "miniboss" or themed specialists. Their abilities and personal resources are meaningful enough to solve significant problems for the character, and they're meaningful, serious obstacles to other PCs in a situation where they conflict. NPCs of this rating still can't reasonably expect to defeat a PC in combat or categorically outdo them in their area of expertise, but they can present a stiff challenge. R2-D2, or generic SOLDIERS from Final Fantasy VII are examples. They represent a significant amount of investment and are time/cost/effort intensive to replace when lost.<br><br />
●●● NPCs are roughly at the same tier as PCs. They are serious combat entities, have skills that can solve the central problems of scenes, and can overall expect to viably compete with Player Characters; they might in fact be stronger than the character that has the Advantage in some areas. They usually have some Advantages dedicated to fleshing them out. Ash Ketchum's Pokemon team, including Pikachu, is a prime example. Losing these NPCs is prohibitively costly to the character, and significantly diminishes their effectiveness until they can get them back in action or replace them.<br><br />
Maximum ●●● NPCs can't be completely stronger or better than PCs.<br><br />
'''Related:''' If the character's '''NPCs''' have extremely limited function, or are personally irrelevant but amount to one of the character's main abilities, it may be valid to replace them with the Advantage itself. Tiny spy drones might just be represented with '''Remote Viewing''', or exploding suicide summons might just be a part of '''Combat Options'''.<br />
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{{!}} class="LogCell" {{!}} '''Power Copy - Derivative/Mirror'''<br />
{{!}} class="LogCell" {{!}} 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.<br><br />
'''Investment:'''Minimum ●●●●●<br><br />
'''Surcharge:''' ●● for Power Copy - Mirror.<br><br />
'''Related:''' There is no particular Advantage that can be pointed out in relation to Power Copy. It's important to note, however, that most characters with Power Copy also have Advantages that consistently show up no matter who they've copied, and it's highly encouraged to buy these Advantages for the character themself, instead of relying on trying to have them copied at all times.<br />
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{{!}} class="LogCell" {{!}} '''Quantum Solution'''<br />
{{!}} class="LogCell" {{!}} The character can produce situational solutions to seemingly most or any problems they encounter, which are unique, one-off, or otherwise non-replicable in a practical sense. Think MacGyver-esque ingenuity, arbitrary mad science gizmos, absurdly flexible but situational magic, miraculous luck, etc. As per the name, the concrete solution essentially doesn't exist until it suddenly does; it doesn't sit around forever "not being used". Quantum Solution allows the character to produce a solution to a single, discrete obstacle or challenge within a scene; the form this solution takes and how effectively it solves the problem are at the discretion of the scene runner, though the once per scene use of the Advantage isn't used up in a situation where an agreement cannot be reached.<br><br />
'''Required:''' A strong theming for the nature of the Advantage. A character cannot produce solutions of infinite different thematics of infinite genres.<br><br />
'''Protected:''' Always.<br><br />
'''Investment:''' Quantum Solution is always ●●●●<br><br />
'''Related:''' No Advantages are strictly related to Quantum Solution, given that it is a once per scene golden ticket. If the character is more likely to simply solve problems with their given Advantages in clever ways, and figuring out how to do so is the hard part, '''Hint''' can be a good source of prompts.<br />
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{{!}} class="LogCell" {{!}} '''Regeneration'''<br />
{{!}} class="LogCell" {{!}} The character can heal their injuries and physical damage they've taken. They might do this passively over time, or by using special healing spells or techniques on themself. This Advantage concerns "HP loss" and only strictly related symptoms.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' More effective healing.<br><br />
'''Related:''' If the character is able to heal other people with their powers, they require '''Healing''' to do so. '''Immunize''' is the Advantage for purging or shrugging off "status effects" done to the character.<br />
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{{!}} class="LogCell" {{!}} '''Remote Manipulation'''<br />
{{!}} class="LogCell" {{!}} The character can physically manipulate objects at long distance, as by telekinesis, elemental manipulation, magical puppet strings, sticking their hands through tiny portals, etc. This Advantage is always a form of utility, covering practical tasks that can be accomplished with physical manipulation, or using physically oriented Advantages the character possesses at a distance; it is typically not an effectual substitute for an Advantage the character doesn't have. The default assumption is a type manipulation commensurate with the character using their hands, but things like water or sand or fire will obviously default to a more abstract representation.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' More precise and varied manipulation at distance.<br><br />
'''Related:''' If the character's remote abilities vastly exceed their normal physical parameters, '''Strength''' or '''Superhumanity''' are necessary picks, such as to crush cars with the character's mind. Things like telekinetic flight and barriers are entirely different Advantages, such as '''Flight''' and '''Toughness'''.<br />
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{{!}} class="LogCell" {{!}} '''Remote Viewing'''<br />
{{!}} class="LogCell" {{!}} The character can look into places far away from them without being physically present, usually for the purposes of surveillance. This can be very mundane, such as with cameras and microphones or drones, or with fantasy equivalents like crystal balls, Scrying spells, and sense-linked familiars, to name some.<br><br />
'''Required:''' A criteria that determines valid places for the character to view, as opposed to "the entire Multiverse."<br><br />
'''Protected:''' Spying on PCs without their knowledge.<br><br />
'''Investment:''' Longer viewing range, greater penetration of security, and/or greater awareness of a viewed place or multiple viewed places at once.<br><br />
'''Related:''' Remote Viewing itself doesn't guarantee that nobody knows the character is looking in; the default assumption is that other characters can become aware that they're being watched without anything special. '''Stealth''' would apply to this kind of Remote Viewing, or laterally, '''Invisibility'''.<br />
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{{!}} class="LogCell" {{!}} '''Repair'''<br />
{{!}} class="LogCell" {{!}} The character can fix damaged or broken things up to a usefully functional state, far more quickly and effectively than would be possible with simple access to parts, plans, and time. They may just be implausibly effective with mundane repair methods, like a super mechanic or arbitrary mecha repair junkie, but oftentimes sci-fi nanobots or repair rays are involved like Eclipse Phase or Starbound, or else supernatural abilities like Josuke's Stand, Crazy Diamond, from Jojo's Bizarre Adventures.<br><br />
'''Required:''' A metric by which Repair is more limited than "any object fully and instantly."<br><br />
'''Investment:''' Faster, more complete, more varied repairs.<br><br />
'''Related:''' Repairs don't fix people. Even mechanical people. That requires '''Healing''', '''Regeneration''', '''Cure''', or/and '''Immunize'''. In some cases '''Resurrection''' might be appropriate, like bringing a dead robot or AI person back online.<br />
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{{!}} class="LogCell" {{!}} '''Resistance - Source'''<br />
{{!}} class="LogCell" {{!}} The character has an unusually high resilience to, or preventative measure against, a specific type of harmful or unwanted influence. A D&D red dragon's resistance to Fire, a Fate/ Servant's resistance to magecraft, a robot's resistance to poison, etc. This Advantage has variable usefulness against PC Advantages, but not simple PC means; Resistance - Fire works normally against a PC pickup up a torch or opening a nearby lava floodgate, but sharply gives way against a PC who manipulates or shoots fire. The amount to which it falls off vs PC Advantages largely depends on the PC's access to arbitrary equivalents. It's understood to be a dick move for a wizard with every element to slam Rubicante with fireball over and over again, but an Avatar Firebender is free to borderline ignore it completely, given that fire is their number one interaction method. Protected effects are always valid to hard resist.<br><br />
'''Required:''' N/A. See some examples of valid categories in the appropriate section.<br><br />
'''Credit:''' ● if the Resistance is against damage type and the character has Toughness at ●●● or higher, or if the Resistance is against an ambient factor and the character has Adaptation at ●●● or higher. The Credit applies to no more than two Resistances.<br><br />
'''Investment:''' More powerful resistances.<br><br />
'''Related:''' A Resistance cannot provide its complete effects vs environmental factors unless it is narrowly categorized against one specific factor, such as Resistance - Acid allowing the character to dip into a vat of acid. In almost all cases, '''Adaptation''' is still a necessary Advantage to deal with hazardous environments. If the character has a wide variety of specific elemental resistances, a high-rated '''Toughness''' with simple written caveats that it applies more to some elements than others, is much more appropriate. Any Resistance that would be covered by '''Intrusion Immunity''' requires that Advantage instead.<br />
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{{!}} class="LogCell" {{!}} '''Resurrection'''<br />
{{!}} class="LogCell" {{!}} The character can bring people back to life. Period. If they were dead, they aren't anymore. These people come back with all the functionality of their living selves, even if not necessarily in exactly the same shape.<br><br />
'''Required:''' Some criteria under which a dead character cannot be resurrected. Resurrection cannot be universally applicable on every random skull a character finds in a dungeon or name they find on a grave marker, because of how unduly laborious it is for scene runners to constantly fabricate NPCs out of nothing.<br><br />
'''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.<br><br />
Minimum ●●●●<br><br />
'''Surcharge:''' ●●●<br><br />
'''Related:''' Resurrection is absolutely not needed to revive, and in fact does not work on, a character who is merely "defeated", dying, or in critical condition. It may apply to, but is not strictly necessary for, characters who are "clinically" dead but still possible to save with ordinary medical attention. Since Resurrection only works on other characters, if the character who possesses it can come back to life, they require '''Immortality''' to do so.<br />
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{{!}} class="LogCell" {{!}} '''Skeleton Catch'''<br />
{{!}} class="LogCell" {{!}} The character can kill people dead full stop. They automatically fulfill the Catch associated with any form of Immortality, and the limitations of any form of Resurrection, unless they choose not to. This Advantage is an explicit exception to the notion that no Advantage automatically trumps another (though in reality, the existence of condeath typically means it's little more than a theoretical threat to other PCs). Examples are pretty rare, along the lines of Sekiro's Mortal Blade, Star Butterfly's killing spell, or the First Hassan from Fate/Grand Order.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Skeleton Catch trumps Immortality of the same Pip rating or lower. ●●● Skeleton Catch trumps Resurrection. Since NPCs don't use the Advantage system itself, ● kill NPCs that come back to life as a gimmick, ●● kills NPCs that come back to life as a major plot obstacle, and ●●● kills NPCs that essentially aren't killable without a plot.<br><br />
Minimum ● Maximum ●●● Obviously, lower or higher ratings than these aren't meaningful.<br><br />
'''Related:''' If you don't know what a Catch is, read '''Immortality'''.<br />
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{{!}} class="LogCell" {{!}} '''Skill - Field'''<br />
{{!}} class="LogCell" {{!}} The character is exceptionally skilled in an area of expertise whose practical applications are not wholly or mostly encompassed by another Advantage, and is useful enough to frequently have Advantage-worthy applications under various circumstances. The skill cannot grant the character use of other Advantages implicitly; Skill - Programming doesn't grant free '''Hacking'''.<br><br />
'''Required:''' A category of Skill, and at least two specific examples of how the skill is useful to the character in day to day RP circumstances. The category must be something grounded in reality. Skill - Magic isn't valid; "does magic" could mean anything.<br><br />
'''Investment:''' Greater capability to accomplish difficult tasks<br><br />
'''Related:''' This Advantage is a sort of mirror of '''Knowledge''', for relatively mundane but important learned attributes a character has which are academic rather than applied. Unusual skills with weapons or vehicles fall under '''Weapon Mastery''' and '''Vehicle Mastery''' respectively.<br />
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{{!}} class="LogCell" {{!}} '''Share Powers'''<br />
{{!}} class="LogCell" {{!}} The character can grant the use of one or more of their Advantages to other characters, such as by handing out equipment, bestowing magical enhancements, giving out blessings, synchronizing minds, etc. Having this Advantage means the character is able to provide others in the same scene with the benefits of any of their other Advantage Points of the same Pip rating or lower. The way that the Advantage looks in someone else's hands may change radically, but it functionally performs by the same limitations. Advantages are only shared during the same scene; the character can't lend out Advantages when they aren't around, or on a permanent basis (that would be covered by an Upgrade Application). Any Advantage with a Surcharge that is shared requires that the beneficiaries act in concert with the sharer; characters that are the recipient of Advantages like Teleportation or Invisibility can't all run off and use it for their own ends separately.<br><br />
'''Required:''' A description of the form in which the character shares their Advantages, usually defined as a broad thematic, like mad science gadgets or magical enchantments.<br><br />
'''Credit:''' ● if he character already possesses Contract at ●● or higher.<br><br />
'''Investment:''' Being able to share Advantages of an equal or lower Pip rating.<br><br />
Maximum ●●●<br><br />
'''Surcharge:''' ● if the character wants to be able to share a 4 or 5 Pip Advantage. This still requires ●●●.<br><br />
'''Related:''' Any Advantage listed as an invalid target of '''Power Copy''' cannot be shared by this Advantage. Having this Advantage obviates the need to take versions of an Advantage that exclusively effect the character or other characters, such as both '''Healing''' and '''Regeneration''', or '''Cure''' and '''Immunize''', at the same time; sharing '''Regeneration''' is healing another, sharing '''Healing''' with yourself is regenerating yourself. Strictly speaking, it's possible, though very rare, to make any valid Advantage explicitly affect only other people, in which case this works in the same way as the above. If the character wishes to divulge material to others on a large scale and/or semi-permanent basis, '''Wealth''' is required to do so.<br />
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{{!}} class="LogCell" {{!}} '''Speed'''<br />
{{!}} class="LogCell" {{!}} The character can act and/or react at speeds far beyond normal human capability. They might move at tremendous speed, such as with Sonic the Hedgehog, they might have incredible reflexes and mental speed, such as Wrath from Fullmetal Alchemist, or do pretty much everything at super speeds, like the Flash reading books or building walls in seconds. At least a small investment usually applies to extremely fast vehicles.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Greater potency of character speed. There isn't a hard scale on how fast a character can move or react with this Advantage, but it's loosely understood that a higher investment means that the character is faster than they would be with a lower investment; ● Speed doesn't get supersonic parkour.<br><br />
Minimum ●<br />
'''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.<br />
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{{!}} class="LogCell" {{!}} '''Split Actions'''<br />
{{!}} class="LogCell" {{!}} The character is able to split their attention, physically as well as mentally, to the ends of pursuing several different major courses of action at the same time, possibly even in different places. This can apply to character bits that are made up of multiple entities (though far from a majority of them), but also characters that create doubles or projections. For example, the typical JRPG party is rarely ever applicable, pretty much always sticking together and tackling the same objective, but a super AI forking its brain to be in a bunch of places, manipulating different systems, always is.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' By default, MCM expects that each player in a scene is getting One Big Thing done during each of their pose rounds, and doesn't allow for someone posing twice as much to be in two places advancing two different objectives, effectively "doubling their attendance". This Advantage allows a character to do exactly that (though no more than two). They can gun down a horde of zombies while hacking a computer mainframe, or perform a magic ritual while building fortifications.<br><br />
'''Minimum:''' This Advantage is always ●●●<br><br />
'''Related:''' The NPCs Advantage covers the vast majority of characters having underlings, monsters, allies, drones, etc. Darth Vader's troopers succeed only when he's on screen with them to contribute his big deal presence.<br />
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{{!}} class="LogCell" {{!}} '''Stealth'''<br />
{{!}} class="LogCell" {{!}} The character is adept at getting around unseed and undetected. Their stealth might be enhanced by, or wholly created by, camouflage technology, magical silence, extremely small size, etc. This Advantage covers "doing things stealthily" as a whole, rather than just moving around unnoticed. Solid Snake, Altair from Assassin's Creed, Garret from the Thief Series, and James Bond are examples.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' More effective stealth.<br><br />
'''Related: The main boundary of Stealth is that someone could be alerted to the character with enough mundane effort. If it's presumed the character just won't be seen until they do something to affect someone or something, it's in the wheelhouse of Invisibility.'''<br />
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{{!}} class="LogCell" {{!}} '''Strength'''<br />
{{!}} class="LogCell" {{!}} The character wields physical strength far beyond normal human capabilities, to the point that feats of strength alone become a valid way to solve a wide variety of problems. This Advantage is usually the primary physical focus of the character, like with the Incredible Hulk, Shizuo Heiwajima, Suika Ibuki, or Herakles.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' A greater ability to stretch physical strength into a problem-solving device. There isn't a hard scale of how much a character can lift, break, etc. with this Advantage, but it's loosely understood that a higher investment means that the character is stronger than they would be with a lower investment; ● Strength doesn't flex tanker ships.<br><br />
Minimum ●<br><br />
'''Related:''' '''Speed''' and '''Toughness''' are essentially counterparts to this Advantage.<br />
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{{!}} class="LogCell" {{!}} '''Superhumanity'''<br />
{{!}} class="LogCell" {{!}} The character has some combination of strength, speed, reflexes, durability, and/or stamina well above the human norm. They may favor some physical characteristics over others, but this Advantage is intended to be a way of easily representing a character being "generically" all around superhuman, extremely common in anime/comics/manga/video games/etc. With characters like Goku, Superman, Dracula, Cloud Strife, etc.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' A greater extent of superhuman physical capability. This Advantage is roughly equivalent to half as many Pips in Strength, Speed, and Toughness.<br><br />
'''Related:''' To emphasize a particular attribute instead of a whole, "generic" package, see '''Strength''', '''Speed''', and/or '''Toughness'''. Having all three as a more expensive way of having even greater physical prowess is explicitly okay. Superhuman senses are covered by '''Extraordinary Senses'''.<br />
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{{!}} class="LogCell" {{!}} '''Survival Skills'''<br />
{{!}} class="LogCell" {{!}} The character is expertly capable at providing for themselves and others without infrastructure suited to providing for people. This Advantage usually represents a bundle of closely related skills in navigation, foraging, identifying and being protected from things strictly related to "living off the land", or else abilities that trivialize it, like creating food and clean water with magic<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' This Advantage is always an Incidental Advantage. PCs being stuck out in the wilderness for long periods of time is almost never going to be a relevant challenge.<br><br />
'''Related:''' For meaningful protection against serious environmental dangers, and/or environmental protection that allows the character to be useful (as opposed to hiding in a shelter), see '''Adaptation'''.<br />
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{{!}} class="LogCell" {{!}} '''Teleportation'''<br />
{{!}} class="LogCell" {{!}} The character can travel from point A to point B instantaneously (or close enough). A Wizard's teleportation spell, Nightcrawler's Mutant power, Chell's Aperture Science portal gun, Goku's Instant Transmission technique, Star Trek Transporters, or even characters summoned by their name or some other trigger, like Beetlejuice or Hastur, are some examples amongst many.<br />
<br><br />
'''Required:''' The limitations to where the character can teleport, essentially a description of why the character can't teleport "anywhere and everywhere in the Multiverse". The trappings cannot be written along the lines of the character "being so fast they move instantly", or else it's just sneakily describing Speed; Teleportation is strictly a transport Advantage.<br><br />
'''Investment:''' ● Teleportation is limited to instant travel to places within the character's immediate surroundings that they have the ability to access already, as a sort of "flash step" or similar. ●● Teleportation allows a character to go through most walls and obstacles, and get to most places in a scene, with some salient limitation to their destination. ●●● Teleportation allows basically unrestricted access to anywhere within a scene with only very minor limitations. 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.<br><br />
'''Surcharge:''' ● Teleportation has no Surcharge. ●● Teleportation has a ● Surcharge. ●●● Teleportation has a ●● Surcharge.<br><br />
'''Related:''' If the character can go through walls and such without instant travel, see '''Intangibility'''. If the character can do other things than "get to point B" seemingly instantly, you'll need '''Speed''' instead, and probably at a high investment. If the character creates wormholes or warp pads for a sort of persistent teleportation, you'll want '''Field Shaping''' to place teleportation features into a scenescape. Catching and/or redirecting attacks through little wormholes is likely going to be a use of '''Defensive Paradigm'''.<br />
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{{!}} class="LogCell" {{!}} '''Temporal Acceleraton'''<br />
{{!}} class="LogCell" {{!}} The character can cause other things to experience the passage of time at a highly accelerated rate. This could cause plants to grow, weapons to rust, animals to mature, concrete to dry, machines to work faster, etc. The degree of acceleration always depends on how meaningful it is for the acceleration to occur. Ageing a bottle of wine is trivial enough to be arbitrarily accomplished. Causing the reactor of a starship to run out of power so it falls out of orbit is a very significant, and thus very difficult, task.<br><br />
'''Required:''' N/A<br><br />
'''Protected:''' When applied to PCs or their possessions as per Deconstruction.<br><br />
'''Investment:''' Applicability to more narratively impactful targets.<br><br />
'''Related:''' Temporal Acceleration does not equate to super speed. Time-flavored speed boosts like Haste spells still require '''Speed''' or '''Superhumanity''', and '''Share Powers''' is required to lend the full weight to others. '''Buffs''' may be a substitute for generically increasing speed as part of an overall increase in competence.<br />
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{{!}} class="LogCell" {{!}} '''Time Loops'''<br />
{{!}} class="LogCell" {{!}} The character can create closed time loops with themselves, defined as an iteration of them from the future briefly returns to the present to assist them in some way, and then at the same point in the future, the character undertakes the same action of returning to the same point in the past. This is the only form of personal time travel that MCM naturally accommodates, as it involves no retcons or dependencies. The usefulness of the future selves depends mostly on how much "being further along the line" matters to the current situation; the character's future self might come bearing warnings of danger, solutions to puzzles, clues to a mystery, items recovered past the current obstacle, etc. Though this Advantage technically doesn't have Protected limitations, consulting with the scene runner is obviously necessary to know what the future self gets to access.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Minimum ●●●<br><br />
'''Related:''' While having no particular limit on its use, the wide variety of things that a time loop can accomplish are bounded very narrowly within the theme of "the progression of time being able to solve it". For a "silver bullet" to just about any challenge, see '''Quantum Solution''', which contains a maximum use of once per scene.<br />
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{{!}} class="LogCell" {{!}} '''Time Stop'''<br />
{{!}} class="LogCell" {{!}} The character has the ability to stop time, or else somehow act instantaneously, outside the bounds of "super speed", differentiated by the presumption that the character is taking an actions that usually resolve first and are followed second at great difficulty, rather than applying the "super fast" adjective to their actions. While this Advantage doesn't technically have Protected limitations, adherence to the basics of our Advantage policy implicitly limits its ability to behave dictatorially on other players.<br><br />
'''Required:''' N/A. We leave it up to the player to define what means or mechanic it is that guarantees other PCs "a save", as per our Intensity of Effect rules.<br><br />
'''Investment:''' Time Stop at a ● rating is strictly limited in what actions the character can use it for, amounting to a number of small stunts that exist in laterally related space to things like speed, reflexes, teleportation, special dodges, attack gimmicks, etc. The character might be unable to interact with the world, or only accomplish single motions, or skip time without getting to change what they started doing. Hit's initial appearance in Dragon Ball Super is a solid example.<br><br />
<br />
Time Stop at a ●● rating has considerable constraints on its use such that it's plausible to resist or contest it with mundane extra effort, awareness, and/or cleverness, or else it isn't very subtle or versatile, but is still a considerable advantage in any time-sensitive context. Nox from Wakfu, Esdeath from Akame ga Kill, the Time Clow Card, and most video game incarnations such as Devil May Cry or Bayonetta, fall here.<br><br />
<br />
Time Stop at a ●●● rating is a primary power wherein the stopped time is reliably and easily accessed with a full range of available actions, letting the character enhance most things they do. The enhanced actions are very difficult to keep track of or brute force past, and are a predominant gimmick added to interactions. Dio Brando from JoJo's Bizarre Adventures and Homura Akemi from Puella Magi Madoka, are credible examples.<br><br />
'''Surcharge:''' ●● for ● Time Stop, ●●● for ●● Time Stop, ●●●● for ●●● or higher Time Stop.<br><br />
'''Related:''' Time Stop, by its nature, overlaps with small sections of functionality from '''Invisibility''' and '''Teleportation''', but cannot seriously supplant them; the character cannot simply "be invisible" for any amount of time they're around, nor do they get from place to place with any extra convenience. Likewise, though a primary part of Time Stop's importance in fiction is skipping the process by which people can watch it the character do things and jump in to interrupt, what the character accomplishes isn't necessarily subtle in any way; '''Stealth''' is still required to do most major things "without anyone knowing it happened", instead of just "without anyone seeing the character do it".<br />
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{{!}} class="LogCell" {{!}} '''Toughness'''<br />
{{!}} class="LogCell" {{!}} The character can take much more damage than a human normally could. Whether they're naturally super tough, use strong armor, energy shielding, psychic or magic barriers, or just have a ton of metaphorical HP, what matters is that they can take a lot more damage.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Greater defensive strength.<br><br />
Minimum ●<br><br />
'''Related:''' For strong protection against narrow sources of damage, or things that aren't strictly damaging, see '''Resistance'''. If the character is "tough" because they're really good at defending themselves, likely see a '''Weapon Mastery''' or '''Defensive Paradigm'''. For powerful passive protection against environments, see '''Adaptation'''.<br />
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{{!}} class="LogCell" {{!}} '''Unlimited Activity'''<br />
{{!}} class="LogCell" {{!}} The character can keep expending their energy or resources on a task near or effectively indefinitely. They might have superhuman reserves of stamina that let them run or labor for days, a way to constantly gather infinite magic, a power source that can run devices for the foreseeable future, or even just an inexhaustible pile of ammunition and expendables.<br><br />
'''Required:''' The resource or resources the character has in abundance.<br><br />
'''Investment:''' Unlimited Activity is always an Incidental Advantage; the frame of time over which it's relevant exceeds a single scene, and is mostly flavor space.<br><br />
'''Related:''' If a character doesn't need even the bare basics of life to keep working, they require '''Imperishable'''.<br />
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{{!}} class="LogCell" {{!}} '''Vehicle Mastery - Type'''<br />
{{!}} class="LogCell" {{!}} The character has a considerable level of prowess with a certain kind of mount or vehicle. When in the saddle or behind the wheel, they can pull off a variety of expert maneuvers and stunts that wouldn't be possible for someone merely licensed. Obviously, the character is presumed to just have access to basic examples of the relevant ride.<br><br />
'''Required:''' The type of mount or vehicle the character is extraordinarily skilled with This Advantage is category bounded; one purchase covers a limited breadth of mastery. Look further down the page for some acceptable examples.<br><br />
'''Investment:''' Greater proficiency with the chosen mount or vehicle, including when accessing one that is part of the scene.<br><br />
Minimum ●. Nobody needs to justify driving a sedan to a store or riding a horse at a walk.<br />
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{{!}} class="LogCell" {{!}} '''Water Prowess'''<br />
{{!}} class="LogCell" {{!}} The character has extremely high effectiveness in all things regarding acting on or under the water. When swimming, diving, sailing, etc. water features have little bearing on them as a hazard or obstacle, whether from pressure, drowning, currents, or similar. This capability may extend to similar liquid obstacles, depending on rating though it won't protect them from the dangers of things like lava or acid.<br><br />
'''Required:''' N/A<br><br />
'''Credit:''' ●●<br><br />
'''Investment:''' Since one Pip is enough to gain a ●●● rating, investing beyond this point is only for consummate specialists, for mastering the most outrageous and unreasonable obstacles, performing the most improbable of stunts, or extending their prowess to less related liquid environments.<br><br />
'''Related:''' This Advantage represents an all in one package of everything related to water capability. If the character has incidental abilities surrounding traversing or navigating water, these can usually be part of a '''Mobility''' and/or '''Adaptation''', which are allowed to be broad and give the character other tricks as well. This Advantage provides the character no resistance against water-type attacks, which would be covered by '''Toughness''' or '''Resistance'''.<br />
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{{!}} class="LogCell" {{!}} '''Weapon Mastery - Type'''<br />
{{!}} class="LogCell" {{!}} The character has a considerable level of prowess with a certain kind of weaponry or certain combat style. Within their arena of expertise, they are capable of executing a variety of stunts and maneuvers outside the grasp of merely hitting and blocking. Obviously, the character is presumed to just have access to basic examples of the relevant weaponry. Their capabilities only extend to what could be accomplished with any example of the weapon; sword beams and hammer explosions aren't a form of mastery.<br><br />
'''Required:''' The type of weaponry or style of combat the character is extraordinarily skilled in. This Advantage is category bounded; one purchase covers a limited breadth of mastery. Look further down the page for some acceptable examples.<br><br />
'''Investment:''' Greater proficiency in the chosen weapons or style, including when picking up weapons that are part of the scene. An Incidental Weapon Mastery is nothing more than barebones proficiency, however, and even more "just for show" than usual.<br><br />
'''Related:''' A character who is nominally skilled at fighting with one or more weapons, but mostly just attacks straightforwardly with them, rather than stunting off of them, should get by fine with '''Combat Options''', or if they have a special technique or two, '''Arsenal - Melee''' and/or '''Arsenal - Ranged'''.<br />
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{{!}} class="LogCell" {{!}} '''Wealth'''<br />
{{!}} class="LogCell" {{!}} The character is unusually wealthy in a liquid sense; they have so much money to casually throw around that they can buy away a lot of problems on the spot, and bankroll large projects. Having access to items that are available to ordinary people, but are normally way too expensive, can be assumed to be part of this Advantage.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Greater wealth.<br><br />
'''Related:''' The character can likely bribe, hire, or pay off people for help on the scene, but for hirelings that the character usually or always has access to, you need '''NPCs'''.<br />
|}<br />
</div><br />
</div><br />
<br />
=Advantage Category Examples=<br />
<br />
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.<br />
<br />
==Bane==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| '''Modern Mythos Supernaturals''' -- Werewolves, vampires, zombies, famous regional monsters such as yeti or chupacabra, most ghosts, some instances of demonic possession, etc.<br />
<br />
'''Classical Folklore Monsters''' -- Gorgons, basilisks, sea serpents, banshees, hydra, faerie, most dragons, etc.<br />
<br />
'''Eastern Tradition Creatures''' -- Youkai, Ayakashi, spirits and gods of individual objects or locations, evil ghosts borne of improper burial, archetypes of Kitsune, Yuki Onna, etc.<br />
<br />
'''Undead''' -- Ghosts, vampires, liches, skeletons, zombies, various necro-horrors, etc. up to and including “technically dead” targets, such as zombies by lethal infection rather than necromancy.<br />
<br />
'''Mechanical Beings''' -- Cyborgs, androids, most robots, various forms of AI with relevant physical access, etc. Does not cover robots too simple to be called beings or that are clearly accessories, like a manufacturing arm or a tank.<br />
<br />
'''Divine Power Users''' -- Gods, demigods, avatars of such, typically all kinds of angel and equivalent divine servant, priests/clerics/shamans/monks, etc. that directly invoke a divinity’s power.<br />
<br />
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:<br />
<br />
'''Profane''' -- Creatures declared anathema by a primary divine power, and which are subjugated, harmed, or repelled, by divine power. Depending on theme, this could be almost anything. 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.<br />
<br />
'''Dragons''' -- If it’s a big, scaly, winged and tailed, flesh and blood creature, likely with some sort a damage dealing breath, it probably counts. It doesn’t matter whether it’s called a Drake or a Wyvern or a Lung or a Fell Beast; a dragon is a dragon is a dragon. Conversely, this sometimes might not apply to some entities that use the name “dragon” only in metaphor or homage, as clearly some kind of elemental or space god, or something like a dragon-shaped rock golem.<br />
|}<br />
==Immortality==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| Immortality is concerned with acceptable Catches rather than a category itself. Some unofficially named examples are:<br />
<br />
'''Extreme Overkill:''' The character is killed for good when hit with unreasonable amounts of firepower in a short period of time, essentially “killing them really really dead”. At ●●● they might need them to be completely obliterated. At ●● it caps out around grossly excessive violence that doesn't typically exist in accidents or fights. At ● it thwarts incidental or dubiously credible deaths that didn't have a serious attempt at following up ("nobody could have survived that fall").<br />
<br />
Cell from Dragon Ball Z, the Thing, and many iterations of Godzilla, are examples.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
The God Tier mechanics of Homestuck characters fall here, as well as the Undead from Dark Souls, or any number of characters that carries some kind of self-resurrection mcguffin.<br />
<br />
'''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.<br />
<br />
A massive list of classical monsters could go as examples, such as vampires and stakes to the heart, as well as the Highlander series, and every other boss from the Resident Evil series.<br />
<br />
'''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.<br />
<br />
Character examples include Voldemort from Harry Potter, 2B and 9S from Nier: Automata, and every single Lich ever.<br />
<br />
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.<br />
<br />
'''Proxies:''' The character works through expendable proxy forms instead of being physically present at the action. Usually, the canon Catch in this form of immortality is that the character has to be tracked down to their real location and killed in the flesh, but this isn't acceptable as the sole Catch on MCM, since someone has to exit the scene to do so. The character must be subject to some kind of sympathetic trauma from damage to the proxy, or the proxy must present a way for something to deal damage to the character through it. A ●●● example entails the proxies being expendable enough to repeatedly throw at a single danger. Fatal feedback would require killing multiple proxies, or inflicting as much extensive injury to one as possible before destroying it. A proxy link could be as narrow as uploading a tailored virus through a robotic body, or exorcising a character possessing someone. At ●● that feedback can be lethal if the proxy is damaged to an egregious extent, or a link might be more like electrically overloading a robot body, or destroying a homunculi's animating gem. At ● the proxy is only sufficient to prevent the character being killed under controlled or low-stakes circumstances, such as sent in advance into a dangerous unexplored room or to trigger a trap as a failsafe, and feedback ensures that they wouldn't want to do so more than once or twice per scene. A proxy link in this case would be as broad as "anyone meaningfully intend to kill the character behind the proxy, instead of just destroy the proxy and remove their involvement."<br />
<br />
Character examples include Neo from the Matrix, Motoko Kusanagi from Ghost in the Shell, and the Tenno from Warframe.<br />
|}<br />
==Knowledge==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| '''Computers''' -- Finding evidence of forced entry, learning how to operate unfamiliar systems, analyzing the capabilities of robots by their programming, tracking by someone’s internet activity, etc.<br />
<br />
'''Occult''' -- Knowing favored items to negotiate with spirits or things that repel them, resolving the unfinished business of a ghost, decoding ciphers in arcane texts, etc.<br />
<br />
'''Psychology''' -- Attempting to ascertain someone’s honesty, psychological profiling, finding the right approach in interrogation or negotiation, dealing with victims of traumatic events, etc.<br />
<br />
'''Tactics''' -- Anticipating an ambush, predicting an enemy’s movements ahead of time, reading into a goal or strategy through a group’s actions, picking naturally defensible places to build, etc.<br />
|}<br />
==Resistance==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| 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).<br />
<br />
'''Fire and Heat''' -- Immune: Natural heat such as the air of a desert or volcano. Forest fires, burning clothes, or a naturally occurring magma pool.<br />
<br />
Resistant: Flamethrowers, plasma guns, critical reactor heat, fire spells, stellar exposure, etc.<br />
<br />
'''Toxins and Disease''' -- Immune: Ordinary diseases and infections, and toxins that are “bad for you” but don’t have consequences that would manifest within a scene, asides maybe throwing up.<br />
<br />
Resistant: Supernatural or magical diseases or illnesses, curses of poor health, chemical weapons, weaponized viruses, animal venoms, lethal poisons, etc.<br />
<br />
'''Arcane''' -- Immune: Minor cantrips, mild hazard spells, pockets of wild magic, or Protected effects such as polymorphs or disintegrations.<br />
<br />
Resistant: Direct forms of arcane attack or impediment, like magic missiles, curses, explosive runes, binding spells, offensive teleports, etc.<br />
<br />
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.<br />
|}<br />
<br />
==Skill==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| '''Architecture''' -- Building useful structures, reinforcing existing ones to combat readiness, renovating a ruin into a home base, finding structural weak points for demolition, discovering secret rooms, etc.<br />
Mechanical Engineering -- Assessing the purpose of an unknown device, manually operating things like bridges, hangars, and generators, performing standard manual repairs, salvaging for useful parts, performing tuning, upgrades or restorations, etc.<br />
<br />
'''Scouting''' -- Tracking quarries, finding secret passages, discovering or making shortcuts, erasing tracks, picking up on environmental signs, etc.<br />
<br />
'''Spelunking''' -- Navigating, map making and reading, climbing and rappelling, squeezing through small spaces, reading air currents and natural signs, finding things in the dark, etc.<br />
|}<br />
==Vehicle Mastery==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| '''Aerospace Superiority''' -- Jets, combat planes, bombers, starfighters, VTOLs, etc. Works for equivalent flying riding animals such as pegasus knights, griffons, and dragon riders, etc. so long as air combat is happening. Would need an additional Point for exceptionally skilled ground riding.<br />
<br />
'''Air-Ground Support''' -- Helicopters, gunships, landing craft, space troop transports, etc. Likewise large, low-flying riding animals can work here, like dragon strafing runs.<br />
<br />
'''Watercraft''' -- PT boats, hovercraft, jet skis, speed boats, kayaks, amphibious vehicles, etc. Practically any marine creature significantly smaller than a whale.<br />
<br />
'''Fully Staffed Ships''' -- Destroyers, frigates, battleships, etc. of the water, space and air varieties. Riding equivalents are usually colossal war beasts or flying whales or the like.<br />
<br />
'''Automobiles''' -- Cars, trucks, ATVs, jeeps, tractors, APCs, armored vans, etc.<br />
<br />
'''Military Heavy Armor''' -- Tanks, APCs, self-propelled guns, drawn siege-engines, war elephants and similar big stompy monsters, etc.<br />
<br />
'''Single Riding''' -- Motorbikes, jet skis, snowmobiles, horses, etc. Most mounted ground combat could be covered.<br />
<br />
This Particular Advantage allows for extremely limited selections with broad roles, such as:<br />
<br />
'''Flying Cavalry Beasts''' -- Would allow solely for things such as pegasi, griffons, etc. but would cover all aspects of riding them, air, ground, support, dogfighting, mounted combat, etc.<br />
<br />
'''Humanoid Mecha''' -- Similarly, this allows for mecha combat in space, in the air, on the ground, etc. so long as it’s a giant metal person and acts like one.<br />
|}<br />
==Weapon Mastery==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| '''Polearms''' -- Spears, pikes, halberds, glaives, naginatas, polehammers, scythes, shock staves, etc.<br />
<br />
'''Chopping Blades''' -- Cleavers, axes, hatchets, halberds, machetes, etc.<br />
<br />
'''Heavy Strikers''' -- Maces, hammers, war picks, polehammers, clubs, batons, realistic flails, suitably sized improvised cudgels, etc.<br />
<br />
'''Modern Small Arms''' -- Typical rifles, shotguns, handguns, submachine guns, etc.<br />
<br />
'''Explosives''' -- Grenades, rockets, missiles, fuse and barrel bombs, cannonballs, etc.<br />
<br />
'''Hand-To-Hand''' -- Claws, powerfists, knuckle weapons, pile bunkers, etc. May include unarmed combat itself, or things such as knives used as CQC enhancers.<br />
<br />
'''Flexible Wire''' -- Whips, weighted chains, mono-wires, lassos, tentacle spells, etc.<br />
<br />
'''Martial Arts Sticks''' -- Various staves, escrima sticks, tonfas, nunchaku, three-section staff, etc.<br />
<br />
'''Mounted Heavy Weapons''' -- Missile launchers, miniguns, autocannons, ballistae, mangonels, etc.<br />
<br />
'''Archaic Hand-Powered Projectile''' -- Bows, crossbows, javelins, throwing knives, shuriken, etc.<br />
<br />
This particular Advantage allows for extremely limited selections with broad roles, or extremely broad selections with limited roles, such as:<br />
<br />
'''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.<br />
<br />
'''Personal Sniping''' -- Just about any weapon that could be used by an individual to believably engage in sniping, from marksman and anti-materiel rifles to longbows or lasers, but no matter what they use, any of these weapons will fill the role of “sniper”, with their other qualities mostly being perks and window dressing. The extreme focus affords a versatile selection of weapons in that role.<br />
|}<br />
<br />
=Rules on Trappings=<br />
<br />
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.<br />
<br />
==="Conceptual" and "Molecular" Terms===<br />
<br />
Advantages that work on a “conceptual” level cannot include said terminology in their trappings. Advantages have to explain what they actually do in clear terms, and utilizing "conceptual" language does exactly the opposite of this by reaching into abstract territory. “Molecular level control” is understood to be effectively the comic book equivalent of this.<br />
<br />
===The Et Cetera Rule===<br />
<br />
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.<br />
<br />
'''-Acceptable:''' “Black Mage has the magical power to fire blasts of elemental energy (fire, ice, lighting, etc.)” The “etc.” clearly indicates extra elements, but the magic itself has a clear and sufficiently narrow scope. Black Mage could shoot dark or water or earth element attack spells, but it doesn't expand on the utility of the Advantage, merely the VFX.<br />
<br />
'''-Unacceptable:''' “Doppelganger has the ability to completely transform his body into that of a different creature, such as a bear, spider, dragon, werewolf, android, etc.” The “etc.” has no clear bounding or obvious continuation. None of the listed examples are intuitively related, and the entry could spiral into turning into planet-sized space whales for all the reader knows.<br />
<br />
===Hard Numbers and Figures===<br />
<br />
In almost all cases, defining the limits of Advantages through specific, hard and fast numbers will result in being bounced back for revisions. MCM is not a roleplay where comparing statistics is very meaningful, and our Advantages system runs on narrative effectiveness, not power levels. Exactly how many tons a character can lift, how many kilometers per hour they can run, how many kilojoules their laser gun fires, etc. should not appear in Advantages. "Lift a semi truck", "sprint as fast as a car", or "melt holes in battle tanks" are useful and acceptable alternatives.<br />
<br />
===Meta Reference and Rules Restatement===<br />
<br />
Advantages should not be written so that their trappings reference the Advantage system as a meta entity. Dictating interactions with Advantages by their official names or Pip counts, directing the reader around an Advantage section like a wiki, reiterating universal rules on scope/range/etc. is either making pseudo-policy calls, or already implicit in it being on MCM at all.<br />
<br />
=Advantage Policy=<br />
<br />
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.<br />
<br />
'''Non-Player Characters Don't Have Advantages:''' The Advantage system is the core method for PCs to interact with each other and RP as a whole. The many entities that will exist as fixtures of scenes do not adhere to, or benefit from, the same system. NPCs (not the Advantage) abstractly have "whatever abilities are good for the story and fun", and can't enforce things like Skeleton Catch or Power Copy, nor do they possess meaningful tiers of things like Resistance or Anti - Power that trump or cede to characters mechanically. Sometimes this means that plot entities can exceed parameters normally available to PCs for the sake of a story, but never as a long term or irremovable fixture that can still push PCs around.<br />
<br />
'''Threat to Player Characters:''' MCM requires that all player characters are capable of being threatened by reasonably significant bodily danger. Serious enemies and hazards should always be able to present as credible risks to PCs regardless of theme. Though what matters might vary from PC to PC, there is no way to "switch off" the potential for consequences to a character.<br />
<br />
'''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.<br />
<br />
'''Range of Effect:''' Any Advantage that targets another PC is assumed to use a delivery mechanism that is avoidable, even if it doesn't in the source material. To put it another way, Everyone Gets A Save Against Everything. All combat powers are assumed to function with range and methodology which permits meaningful interaction between all players.<br />
<br />
'''Scope of Effect:''' In day-to-day use, Advantages shouldn't exceed a Scope of Effect of one city block, the upper end of which we identify as Kowloon Walled City. When mass destruction happens, we want it to be a plot-significant event, such as when Alderaan is destroyed by the Death Star; not Nappa blowing up a city for giggles. Places with little or no plot significance can play more fast and loose with this rule.<br />
<br />
'''Interaction with MUSH Meta-Elements:''' Advantages that interact with natural Warpgates, Unification, or any other element of the MUSH's back-end, are not possible to have. You can't "de-unify" or leave the Multiverse or MUSH setting.<br><br />
<br />
Additionally, there are a couple of miscellaneous, but important and pertinent rulings on specific uses of Advantages that result in them going outside the bounds of acceptable play.<br />
<br />
'''On Gestalts:''' Certain character concepts can make more sense to apply for as an amalgamation of multiple characters, rather than arbitrarily choosing one and designating the rest as NPCs. This is most common in cases where a pair of protagonists or a group of characters are presented with equal prominence and their dynamics with each other are the central focus. In these cases, where an applicant is applying for a duo or squad as a single bit, we expect that the entire duo or squad functions at exactly the level of one PC ''when all constituent members are participating in something''. A gestalt of two characters is effectively half a character if only one is present and doing something. The bit just plain does not have access to the abilities of characters who aren't present, Likewise, '''all individuals in the gestalt must be represented in the bit's Trouble'''; it is not acceptable to tactically exclude members from a situation in which a Trouble might be tripped. The entire gestalt has one amalgamate "life bar" and/or resource pool like any PC.<br />
<br />
'''On Force Fields and Energy Shields:''' Personal barriers that block incoming damage are common fixtures; a skintight energy shield from a high-tech suit of armor, a mental force field bubble projected by a psychic, or a barrier of magical energy summoned around a wizard to protect himself. These Advantages are okay to apply for, but require some extra consideration when portraying them on MCM.<br><br />
When these Advantages are played, we '''require''' that taking significant damage incurs some kind of strain as a result, so the conceit of force fields completely shutting down damage and guaranteeing the character's safety up until their arbitrary failure point doesn't work out. The armor has a shallow shield with a fast recharge that accrues repeated spillover, the psychic taxes their mental reserves, the wizard takes magic burn damage, etc. Essentially, players don't get to decide on a point of "okay, ''now'' this enemy/hazard matters to me".<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
On a related note, '''there is no such thing as Advantages that implicitly exist'''. Robot NPCs don't confer a free version of Skill - Computers because "logically the character should be a computer wiz to make robots".<br />
<br />
<br />
----<br />
<br />
[[Category:News File]]</div>Relianthttp://multiversemush.com/mw/index.php?title=Advantages&diff=16396Advantages2020-02-18T03:03:13Z<p>Reliant: </p>
<hr />
<div>__toc__<br />
<br />
=What Advantages Are=<br />
<br />
The Advantages system here is how MCM represents the nearly infinite number of potential powers, assets, abilities, and skills that characters can bring to a game like ours. Rather than require that players write up a pitch for all the things they want and ask staff "please", or detailing out an incredibly crunchy mechanical system instead, MCM concerns itself with two things:<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
Using the framework below, a player maps out the major things that the character can do, in the sense of "stunts", "special actions", "contextual buttons", etc. irrespective of the means by which the character accomplishes them. As long as those check out with the system, the details, description, and flavor they want are all basically free.<br />
<br />
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.<br />
<br />
==Advantage Structure==<br />
<br />
The central resource and metric of the Advantage system is a character to character value called Pips (●s). Each character has a total number of Pips to divide up amongst all of their Advantages, which determines how many they have, and how potent each of them is. Pips don't strictly represent "Advantage power", but rather indicate where the character's focus is, which Advantages are most important, and how much narrative impact they have. That is to say, a titanic dragon character who easily can throw boulders around, but only invested one Pip into their super strength, has less scene-solving, strength-related clout than a Captain America who put in three, and they would be a narrative underdog in a test of raw strength between the two, through whatever clever or heroic lens the latter devises. To help get the idea of how many Pips buys what, the rough guideline is:<br />
<br />
●: 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.<br />
<br />
''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.''<br />
<br />
●●: 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.<br />
<br />
''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.''<br />
<br />
●●●: 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.<br />
<br />
''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.''<br />
<br />
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.<br />
<br />
''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.''<br />
<br />
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.<br />
<br />
''Note: In as far as MCM tracks any kind of mechanical Advantage resolution, hard policy is that '''all problems within the scope of a scene are three Pip-resolvable at most'''. Advantages past three Pips are '''always "extra"'''; the only new functionality they enable is self-starting, out of scope ideas.''<br />
<br />
''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.''<br />
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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.<br />
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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.<br />
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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.<br />
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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 ●●●.<br />
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In addition to its Pip rating, all Advantages are given descriptive text, referred to as trappings. The trappings of an Advantage are basically the free space in which a player describes the traits/powers/items/skills/assets/etc. that the Advantage comes from, and gets to talk about what the Advantage looks like and how it works. There are a few rules that must be followed when writing Advantage trappings <link to the section>, but otherwise, the player can write whatever they like.<br />
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==Applying for Advantages==<br />
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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.<br />
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Split your advantages between the Integral and Supporting sections as you see fit; the section names are only descriptive. Each section has a maximum text limit of '''3800''' characters, including spaces, pips, etc. You can easily check this with the word count feature of any word processor.<br />
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Trappings should '''not use theme-specific jargon'''. A player who is unfamiliar with your theme should be able to understand what they mean. You may briefly explain any exclusive or unique terms within the trapping itself if the jargon is essential to include.<br />
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Trappings should also keep in mind language appropriate to the Advantage's level. Describing being a "Peerless master swordsman, unmatched by any man" on a ● Advantage is self-evidently dumb.<br />
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''.<br />
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An Advantage marked '''Protected''' is an Advantage that guarantees a certain amount of extra player leeway on the receiving end, due to being recognized as having the potential to be highly dictatorial, invasive, or un-fun when given the fullest possible weight of our "something happens is better than nothing happens" policy. When Protected-marked Advantages are used on a PC, that player is never obligated to provide anything more than "something to work with", if appropriate, as a result; pressuring a player to accept all intended consequences of the Advantage can be considered abuse.<br />
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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 ●, and don't count towards the limit on Advantages over ●●●.<br />
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=Advantage Formatting=<br />
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A complete Advantage grouping looks like:<br />
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Black Magic:<br />
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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.<br />
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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.<br />
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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.<br />
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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.<br />
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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.<br />
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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''.<br />
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==Minimum Expectation==<br />
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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.<br />
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==Non-Advantages==<br />
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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.<br />
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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.<br />
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==Redundant Advantages==<br />
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.<br />
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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.<br />
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=Advantages A-K=<br />
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'''Advantages A-K'''<br />
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{| class="LogTable"<br />
|- class="LogRow"<br />
! class=HeaderCell | Designation<br />
! class=HeaderCell | Trappings<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Adaptation'''<br />
{{!}} class="LogCell" {{!}} The character is less affected by the hazards of hostile environments, such as hard vacuum, crushing pressure, lethal heat or cold, deadly radiation, etc. or specific exotic threats ambient to a locale, like Toukiden's Miasma, the Abyss of Dark Souls, or the Wyld from Exalted.<br><br />
'''Required:''' What kinds of environments the character can mitigate. This list should be comprehensive, and not implicit, wherever possible.<br><br />
'''Investment:''' A broader range of environments, and/or greater protective strength against them.<br><br />
'''Related:''' Adaptation confers protection, not capability. You still require '''Flight''' to fly through space, '''Mobility''' to burrow through desert sand, etc.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Analysis'''<br />
{{!}} class="LogCell" {{!}} The character can examine targets of their attention and gain useful information about them that wouldn't normally be discernible. High tech scanners, psychometry, and detection spells are obvious examples, but things like determining someone's recent activities by smell or instantly analyzing a robot with intuitive genius are also valid ones.<br><br />
'''Required:''' What targets are valid for Analysis (people, machines, landmarks, etc.) and what information they get from them (functions, elemental alignment, origins, weaknesses, etc.).<br><br />
'''Investment:''' Information of greater breadth, detail, and/or obscurity.<br><br />
'''Related:''' Analysis is a targeted examination of something. To pick up on cues inherent to the locale, see '''Extraordinary Senses'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Anti - Power Genre'''<br />
{{!}} class="LogCell" {{!}} The character can dampen, counter, nullify, or otherwise interfere with the use of some kind of power in their presence. Counterspells, disenchantment, teleportation shields, psionic suppression fields, etc. are common examples.<br><br />
'''Required:''' A well-defined "genre" of power that this Advantage applies to which is significantly more specific than universal catchalls like "magic" or "technology", and at least implicitly how another character would get around it (for instance, moving out of a suppression field).<br><br />
'''Protected:''' Always.<br><br />
'''Investment:''' Stronger interference.<br><br />
'''Related:''' This Advantage interferes with other actors using their powers, and does not personally protect the character from being affected. See '''Resistance''' for personal protection.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Arsenal - Melee/Ranged/Named'''<br />
{{!}} class="LogCell" {{!}} The character has one or more attacks, whether through weapons, magic, technology, natural abilities, or special techniques, that are specialized to them and likely unusually powerful or complex when compared to the arsenals of combat characters of their theme archetype. The character may have a short list of favored or iconic attacks, or even just one or two that are extra important, but the idea is that the character has some degree of special emphasis on a narrow selection of them. The character is presumed to be competent enough in using them to make them effective in combat, but mainly, these specific attacks are either extra powerful and damaging for an attack of their rating, or they possess some complex and dangerous form of delivery mechanism, damage type, special gimmick, etc. The narrower the range, the more powerful the individual attack sources can be, or the more elaborate the gimmick.<br><br />
'''Required:''' A clearly defined and limited selection of damage-dealing abilities. They should be described as inclusively as possible, instead of using implicit bounding. Many different sources of the same kind of attack, such as many different guns that all shoot the same homing trickshot smart bullets, are fine as long as the attack itself is defined.<br><br />
'''Credit:''' ● to an Arsenal - Melee if the character possesses at least ●● Arsenal - Ranged, or ● to Arsenal - Ranged if the character possesses at least ●● Arsenal - Melee.<br><br />
'''Investment:''' More powerful or more complex special attacks.<br><br />
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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.<br><br />
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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.<br><br />
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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.<br><br />
'''Related:''' Not every character that can fight will need Arsenal to represent it. The majority of characters lean on '''Combat Options''', which provides a very broad variety of many attacks for less Pips than Arsenal, though of less especial complexity, or '''Weapon Mastery''', which provides various manners of effective attacks and stunts that the chosen weapon or weapons could be used to pull off.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Bane - Target'''<br />
{{!}} class="LogCell" {{!}} The character is readily able to exploit the weaknesses, flaws, nature, or behaviors of a specific archetype of enemy. They might habitually carry specialist gear, such as silver bullets, garlic, cold iron, etc. or they might simply be an accomplished specialist at fighting a certain kind of foe, or in some cases, they might have some ability that reacts especially effectively with certain targets. A World of Darkness hunting urban supernatural evils with silver, fire, and True Faith is an example, as is Geralt of Riviera from the Witcher and his encyclopedia of tactics and poisons to use against monsters of folklore.<br><br />
'''Required:''' A clearly defined and coherent archetype of applicable enemy. There are examples further down the page.<br><br />
'''Credit:''' ● for no more than two Banes.<br><br />
'''Investment:''' More severe effects against the chosen enemy type, clearly in service of "fighting an enemy".<br><br />
Minimum ●<br><br />
'''Related:''' The trope kind of expertise that usually goes with the "monster hunter" archetype is easily represented with '''Analysis''' or '''Knowledge'''. A Bane doesn't give them special information about a target.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Buffs'''<br />
{{!}} class="LogCell" {{!}} The character possesses means to improve the the overall effectiveness of individuals or groups when engaged in certain tasks, whether through magic, science, psychic powers, supernatural leadership, etc. The targets (including the character) don't gain a specific new ability, but their efforts are enhanced directly, such as their combat efforts being enhanced by various attack and defense buffs, or their hacking efforts enhanced by a technopathic overclock, or magical efforts enhanced by the character serving as a magic battery or amplifier.<br><br />
'''Required:''' The specific arena(s) of effort the character can improve upon.<br><br />
'''Investment:''' More powerful buffs, and/or slightly broader applicable tasks.<br><br />
'''Related:''' The thing that fully gives other characters full Advantages is '''Share Powers'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Combat Options'''<br />
{{!}} class="LogCell" {{!}} The character possesses a variety of means with which to straightforwardly attack and deal damage, whether they be weapons, spells, natural abilities, psionic or elemental powers, etc. This Advantage can encompass very large numbers of different attacks and techniques at little cost, and is in fact intended to make it easy to buy up full lists of things like elemental blasts, firearms and explosives, etc. in one go, but its sole purpose is dealing damage. These attacks have no extra effects, and the maximum level of unique delivery or behavior they can come with is defined roughly at "a heat seeking missile" or "chain lightning". The character is presumed to be competent enough at using this Advantage to be an effective attacker.<br><br />
'''Required:''' A list of the types of attacks the character has access to, which need not be exhaustive, but must clearly indicate the limits of its thematic breadth and reach.<br><br />
'''Investment:''' A broader range of attack themes and types, and/or more powerful and impressive attacks.<br><br />
'''Related:''' Attacks with major gimmicks or heavy individual importance fall under '''Arsenal'''. Attacks that cause status effects will likely use or include '''Debilitation'''. Significant all-around skill with specific weapons or combat styles falls under '''Weapon Mastery'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Communication'''<br />
{{!}} class="LogCell" {{!}} The character can make themselves understood regardless of the entity they're speaking to, as long as it has the intelligence to process the concepts they are communicating. Likewise, the character can perfectly comprehend the closest thing to communication that their partner has. They may be able to apply this to written languages as well.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' This Advantage can only be purchased for ●<br><br />
'''Related:''' To intuit information that another entity isn't communicating, '''Mind Reading''' or '''Mental Intrusion''' is usually appropriate. Lifting information from things that don't communicate at all is usually doable with '''Hint'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Contract - Collateral/Exchange'''<br />
{{!}} class="LogCell" {{!}} The character can forge agreements with other entities that establish specific terms between them, by which violating them inflicts some sort of punishment, and/or succeeding provides some sort of reward Faustian bargains with devils, boons and curses granted by gods, or various magical geases, can fall here. The full workings of Contract are explained in [[Power Copy|this article]].<br><br />
'''Required:''' ●<br><br />
'''Maximum:''' ●●●<br><br />
'''Protected:''' Always.<br><br />
'''Investment:''' From ● to ●●●, increases number of possible Contracts and how many pips of Advantages are shared. ●●●● to ●●●●● solely increases number of possible Contracts.<br><br />
'''Related:''' The means by which a character can always give out as many benefits as they want, provided they are at the scene itself, is still '''Share Powers'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Conveniences'''<br />
{{!}} class="LogCell" {{!}} The character has access to one or more convenient gadgets or powers that make their life a little easier, defined as not being significantly more potent than "what a middle-class citizen of New York would carry on their person", such as having telepathic communication instead of a cellphone, or an eidetic memory for Google search-type trivia instead of a laptop.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' The Advantage can only be an Incidental Advantage. It's little more than a flavorful and occasionally very niche twist on Non-Advantages.<br><br />
'''Related:''' Having casual access to normal items of a significant grade of utility frequently entails '''Wealth''', or an associated '''Skill''' with which it'd be used, such as a '''Skill''' in medicine to have automatic access to professional medical equipment as a prerequisite.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Cure'''<br />
{{!}} class="LogCell" {{!}} The character can treat others to heal or dispel harmful abnormalities and afflictions. These afflictions may be physical, but also possibly mental or magical, like dispelling curses or curing madness. Curing someone doesn't treat the basic effects of "taking damage", beyond perhaps pain. Final Fantasy' Esuna spell and Pokemon's status clearing items are examples.<br><br />
'''Required:''' The scope of the variety of abnormalities and afflictions the character can cure. This may be a little open ended by necessity, but must be clearly limited.<br><br />
'''Investment:''' A greater breadth of curable maladies and/or greater efficacy in curing severe ones.<br><br />
'''Related:''' If you're looking to heal someone from the damage they've taken, '''Healing''' is it. If the character themself shrugs off status effects on their person, see '''Immunize'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Debilitation'''<br />
{{!}} class="LogCell" {{!}} The character can inflict detrimental effects and adverse conditions on others to disrupt and hinder enemies. Video game-style debuffs, paralysis, freezing, etc. easily fall here as the most generic example, but things like pressure point strikes, riot control tools, various drugs and poisons, physic hallucinations, gravity or slow fields, or even tabletop spells like magically sticky floors, are solid examples of this Advantage, as a broad catchall.<br><br />
'''Required:''' The overall thematic of the debilitating effects the character inflicts, with clear bounding.<br><br />
'''Investment:''' Greater variety and/or potency of effects.<br><br />
'''Related:''' An effect that would take someone completely out of an interaction, like "realistic" paralysis, strictly falls under '''Incapacitation'''. For something that directly suppresses a specific kind of power, see '''Anti'''. Though generic "poison" or "burn" conditions can appear here, they tacitly acknowledge that they can't seriously injure someone on their own, and exist as a complication; '''Combat Options''' or '''Arsenal''' would deal real damage.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Deconstruction'''<br />
{{!}} class="LogCell" {{!}} The character has some tool or ability that selectively and concisely removes an element somewhere in a scene. Whether it's a D&D Rust Monster disintegrating a metal item, a Starbound Matter Manipulator breaking down terrain into raw components, a micro black hole spaghettifying the surroundings, a Magic the Gathering-style extraplanar banishment, or an angry god turning someone into a pillar of salt, a target that "fails the save" is just not in the scene anymore. Unlike hitting something with enough damage to break it, it's fairly unlikely that the target is salvageable in any major way.<br><br />
'''Required:''' N/A<br><br />
'''Protected:''' Possessions of consequence belonging to PCs. Being used on another PC will result in a harmful attack, if appropriate.<br><br />
'''Investment:''' The ability to affect more important/protected targets; taking a unique, powerful, big deal magical artifact straight off the table isn't a ● Advantage.<br><br />
Minimum ● There's absolutely no point to an Incidental Deconstruction.<br><br />
'''Related:''' Any kind of damage-dealing Advantage, such as '''Combat Options''', Arsenal''', an appropriate '''Weapon Mastery''', or perhaps even a relevant '''Skill''' such as for demolitions, can break or destroy something in a standard way.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Defensive Paradigm'''<br />
{{!}} class="LogCell" {{!}} The character has an unusual defensive ability or property that influences combat in a dynamic way. They might use precognition to defend against normally unavoidable attacks, reflect them back at other targets, cut through curses or brainwaves with a sword, share the pain of taking damage, negate the inertia of being hit, reverse time to retry a defense several ways, teleport through attacks, or any kind of specific, crazy gimmick that alters how a fight with them is fought.<br><br />
This Advantage doesn't make them passively harder to kill, like with armor or self-healing; it's a defensive stunt that is intended to be respected.<br><br />
'''Required:'''The nature of the defensive stunting, and in the case it can invalidate a very wide range of types of attack, a salient limitation; a character's defense button cannot work perfectly against everything until the player deems that it hasn't.<br><br />
'''Investment:''' An increased number of special defense mechanics up to the Pip rating of the Advantage, or a more extreme gimmick with greater reach and impact on a fight. An Incidental example works only on attacks that wouldn't be allowed to work anyways. An example any lower than ●●● cannot expect to work on "everything, unless".<br><br />
'''Related:''' There is a ton of overlap from a lot of different Advantages that could probably serve to fill the role of this one, depending on the example. '''Defensive Paradigm''' exists to bend the usual flow of combat a little in a cool and flavorful way, rather than have immense utility; someone with '''Teleportation''' who could already easily dodge the attack, is able to dodge by teleporting out of the way instead of ducking or diving, and someone with '''Speed''' and '''Weapon Mastery''' at a high level can parry bullets with a sword. Pick this one if the gimmick in question has a very narrow, strong, characterizing trick to it.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Disguise'''<br />
{{!}} class="LogCell" {{!}} The character can adopt the appearance and form of someone or something else, whether via expert makeup and impersonation, magical shape changing, holographic camouflage, etc. They don't gain or lose any traits or abilities; they are disguised to avoid suspicion, gain access to things, places, information, etc.<br><br />
'''Required:''' Who or what the character can disguise themself as.<br><br />
'''Protected:''' Impersonating another PC.<br><br />
'''Investment:''' More convincing and comprehensive disguises. A simple "alter ego" is usually only an Incidental Disguise, like Clark Kent putting his glasses and collared shirt on.<br><br />
'''Related:''' Adopting an appearance meant to hide the character from even being see is certainly a type of '''Stealth''' rather than being "disguised" as a bush or something.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Entry Methods'''<br />
{{!}} class="LogCell" {{!}} The character has extraordinary means obtaining entry to places they aren't supposed to go, by defeating or overcoming obstacles meant to keep them out and opening up a way in. Anyone can kick down a door or blow a hole in a wall; the character might instead pick locks, hack keypads, detect and dodge wires, fit through tiny spaces, precisely breach with controlled damage, or so on.<br><br />
'''Required:''' The general variety of security measures or obstacles, manmade or incidental, that the character can get past.<br><br />
Minimum ● If security is meaningful enough to require an Advantage, an Incidental Advantage won't do it.<br><br />
'''Investment:''' The ability to gain entry to harder to reach areas.<br><br />
'''Related:''' A character that simply goes right through walls would be looking for '''Intangibility''' instead. A character that gets into places by just leveling or making ways through any obstacles would be looking at '''Field Shaping'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Extraordinary Senses'''<br />
{{!}} class="LogCell" {{!}} The character is able to pick up on some sort of sensory "cue" or stimuli within a scene that would normally be undetectable, giving them extra information to work with. Sonar and infrared sensors, feeling vibrations through the earth like Toph Beifong from Avatar, picking out someone's appearance from listening to rain like Daredevil, the D&D "detect spells", fit the bill here.<br><br />
'''Required:''' What additional sensory acuity the character has. This usually entails an example of what they might pick up, though common knowledge and parlance like "night vision goggles" doesn't necessitate one. This cannot simply be declaring a target of choice and writing "I sense it"; being able to sense auras of evil-aligned magic is not the same as "I sense evil people". The sole exception is the common and generic "I can see ghosts".<br><br />
'''Investment:''' A greater range of extra sensory cues and/or heightened awareness of them.<br><br />
'''Related:''' This Advantage picks up an element of the scene that would otherwise go unnoticed (a "cue"). To get a bunch of new information about something the character is already aware of, see '''Analysis'''. This may and can result in an '''Extraordinary Sense''' making a character aware of a new cue, thus becoming a valid thing to analyze.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Field Shaping'''<br />
{{!}} class="LogCell" {{!}} The character has the capacity to radically reshape the nature of the area around them, whether in the literal sense by manipulating the terrain itself, destroying it with massive attacks, or creating structures, or by means such as flooding it, filling it with smoke, altering gravity, or using their Advantages as traps or obstacles.<br><br />
'''Required:''' How the character can influence the field, in a strongly bound way.<br><br />
'''Investment:''' A greater range of effects and/or alterations of greater scope.<br><br />
'''Related:''' The Advantages '''Arsenal''' or '''Combat Options''' can be used to create deadly hazards, while things like '''Debilitation''' can create tactically advantageous zones. '''Toughness''' might create large shields to protect others. '''Teleportation''' is often combined for the purpose of making portals or wormholes. Almost anything can be made an area effect, though largely indiscriminate in its use; not like '''Buffs''' or '''Share Powers'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Flight'''<br />
{{!}} class="LogCell" {{!}} The character can fly. Aerial flight or space flight are encompassed the same way under this Advantage, or both.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Greater control and range of flight. Not extreme speed. A minimum of ● is required to essentially negate the threat of heights.<br><br />
'''Related:''' Gaining greatly increased speed via flight still requires '''Speed'''. Stunting around difficult or hazardous terrain that would impede flight still requires '''Mobility'''.<br />
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{{!}} class="LogCell" {{!}} '''Hacking'''<br />
{{!}} class="LogCell" {{!}} The character can access, utilize, and/or control secure computers and/or machines. This Advantage has broad utility when interacting with things that are ostensibly hackable, but is strictly limited to those things. The Major from Ghost in the Shell, Sombra from Overwatch, and Cortana from Halo, are examples of big users of Hacking.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Access to more secure devices and greater control.<br><br />
Minimum ●<br><br />
'''Related:''' Hacking of sapient mechanical entities still requires '''Mind Control''' or '''Mental Intrusion'''.<br />
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{{!}} class="LogCell" {{!}} '''Hammerspace'''<br />
{{!}} class="LogCell" {{!}} The character can store and carry improbably large quantities of stuff on their person with ease. Things like bags of holding, video game inventories, and pocket dimensional storage fall here.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Hammerspace is usually an Incidental Advantage. Pips are only required for performing scene-altering stunts with the storage itself.<br><br />
'''Related:''' The idea of catching and reusing attacks is covered by '''Defensive Paradigm''' or '''Power Copy'''. The stuff usually inside the hammerspace itself still requires Advantages.<br />
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{{!}} class="LogCell" {{!}} '''Healing'''<br />
{{!}} class="LogCell" {{!}} The character can heal injuries and damage sustained by people or creatures. This Advantage concerns "HP loss" and only strictly related symptoms. Targets are not necessarily required to be strictly organic.<br><br />
'''Required:'''N/A <br><br />
'''Investment''' More effective healing.<br><br />
'''Related:''' If the character heals on their own, or heals themself, '''Regeneration''' is needed. '''Cure''' is the Advantage for removing "status effects" or things like diseases.<br />
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{{!}} class="LogCell" {{!}} '''Hint'''<br />
{{!}} class="LogCell" {{!}} The character has some ability they can invoke to gain useful information about their situation or a course of action. Future sight, divine inspiration, psychometry, talking with spirits, or plain super genius often fit here. As per its name, this Advantage essentially asks for information from a scene runner or fellow player. Since this Advantage isn't marked Protected, the player is always entitled to something helpful in the spirit of the Advantage, but not necessarily a highly specific or detailed piece of desired information. Hint is an active Advantage; it's not entitled to anything unless a player uses it.<br><br />
'''Required:''' An idea of where the Advantage can gain information and of what kind.<br><br />
'''Investment:''' More detailed information and/or a greater variety of appropriate situations.<br><br />
<br />
Minimum ●●● for obtaining information about things one or more scenes in advance.<br><br />
<br />
Minimum ● otherwise. Hint cannot be an Incidental Advantage.<br><br />
'''Related:''' To gain information about something of specific interest, look at '''Analysis''', which allows a character to target a scene element and learn desired details about it. To simply pick up on special cues within a scene, '''Extraordinary Senses''' may be appropriate.<br />
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{{!}} class="LogCell" {{!}} '''Illusions'''<br />
{{!}} class="LogCell" {{!}} The character can create convincing illusions of people, places, objects, or other things. Usually these are visual illusions, but they might apply to other senses too, like conjured sounds or phantom sensations. Holograms, psychic powers, illusion magic, or similar are commonly here. Illusions never affect their environment, nor people; they can only deceive or misdirect them.<br><br />
'''Required:''' The scope of what can be faked, and what can give them away.<br><br />
'''Protected:''' Impersonations of other PCs.<br />
'''Investment:''' Larger/more complicated/more convincing illusions that might deceive more senses.<br><br />
'''Related:''' Illusions can't be used to make a character or object simply disappear; this is a function of '''Invisibility'''. Likewise, though illusions might help greatly with sneaking, '''Stealth''' is still an applicable Advantage to put it to use, and to hide, maneuver, and accomplish tasks stealthily.<br />
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{{!}} class="LogCell" {{!}} '''Immortality'''<br />
{{!}} class="LogCell" {{!}} The character doesn't die, or at least doesn't stay dead, when fatally injured. Voldermot from Harry Potter, Alucard from Hellsing, Cell from Dragon Ball Z, and the Chosen Undead from Dark Souls, are examples of this Advantage in action. All Immortality on MCM requires a "Catch"; a set of criteria where the character can actually die for real, or is otherwise "not a Player Character anymore"; there is no infallible mortality on MCM.<br><br />
'''Required:''' The Catch, as well as information on where and when the character reenters play. Since this can sometimes be difficult to nail down, some examples of commonly accepted types of Immortality Catches are listed on this page.<br><br />
'''Investment:''' The Catch becomes more difficult to fulfill. Again, the list of Immortality Catches should give a good idea of what tier of relevance this has.<br><br />
Minimum ●, Maximum ●●●<br><br />
'''Related:''' Immortality means the character doesn't die, not that they aren't harmed. A character who gets back up with restored health right after being killed would need '''Regeneration''' to heal in combat time. A character that simply tanks through being killed, or reduces the damage of fatal injuries, could probably use '''Toughness'''.<br />
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{{!}} class="LogCell" {{!}} '''Imperishable'''<br />
{{!}} class="LogCell" {{!}} The character has little to no need for one or more things that are considered basic staples of survival, including food, water, sleep, etc. They may or may not also suffer from ageing at a highly reduced rate, or not at all. They might also not strictly require oxygen, but this Advantage doesn't protect against any breathing (or lack thereof) hazards.<br><br />
'''Required:''' Which basics the character is not affected by.<br><br />
'''Investment:''' Imperishable is always an Incidental Advantage.<br><br />
'''Related:''' The corner case of "not needing air" can only be significant defense against hazards with Advantages like '''Adaptation''' or '''Resistance'''.<br />
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{{!}} class="LogCell" {{!}} '''Immunize'''<br />
{{!}} class="LogCell" {{!}} The character can rid themselves of, or immediately shrug off, harmful abnormalities and afflictions. These afflictions might be physical, such as being paralyzed, poisoned, or diseased, but also possibly metaphysical, like resisting curses. This Advantage doesn't restore the character's health beyond the removal of the condition.<br><br />
'''Required:''' The scope of the variety of abnormalities and afflictions the character can cure. This may be a little open ended by necessity, but must be clearly limited.<br><br />
'''Investment:''' Greater resilience or purging of more powerful and/or varied status effects<br><br />
'''Related:''' In all ways, this Advantage is the self-affecting version of '''Cure'''. The same relations apply, such as needing '''Healing''' to gain back "HP" or restore damage.<br />
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{{!}} class="LogCell" {{!}} '''Incapacitation'''<br />
{{!}} class="LogCell" {{!}} The character has an effective and reliable means of subduing opponents with means other than physical harm, or which are at least minimally harmful. Incapacitation is meant to be for methods which are expected to be unusually effective, not just grabbing someone or hitting them with the blunt side of a sword and hoping it does the trick. Numerous examples include stun phasers from Star Trek, the tranquilizer guns and takedowns from the Metal Gear Solid games, magic such as The Sleep from Cardcaptor Sakura, Mid-Childan non-lethal magic from the Nanoha series, or "remove from combat" conditions such as Frog or Stone from the Final Fantasy series. While Incapacitation will often immediately remove minor NPCs from a scene, there is typically no such thing as instant incapacitation of a significant foe; hitting them with repeated applications or weakening them first should be expected, to adhere to sensible combat interactions.<br><br />
'''Required:''' A description of the state of incapacitation the character puts others in, and how it can be lifted, or roughly when it wears off by itself. The latter condition may be implicit in some cases.<br><br />
'''Protected:''' Making transformations to other characters.<br><br />
'''Investment:''' Dealing more "incapacitation damage", in terms of applying it more swiftly and reliably.<br><br />
'''Related:''' In some cases, it might be appropriate for a user of '''Weapon Mastery''' to pull off combat stunts that restrain or knock their opponent out without killing them, though probably still fairly harmfully, and only with a reasonably narrow category and with a reasonable Pip investment. '''Debilitation''' is a better source of weakening and impeding an enemy for an immediate advantage.<br />
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{{!}} class="LogCell" {{!}} '''Intangibility'''<br />
{{!}} class="LogCell" {{!}} The character can pass through solid objects without disturbing them. Typical ghosts do this a lot, though more specific examples are Kitty Pryde from X-Men, Fate/ series Servants or Exalted spirits dematerializing, or characters from games like Shadowrun or D&D using astral projections. Brief Intangibility may be used to stunt 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.<br><br />
'''Required:''' N/A<br><br />
Minimum ●<br><br />
'''Credit:''' ● if the character has Teleportation ●● or higher.<br><br />
'''Investment:''' The ability to pass through more "restrictive" or "defensive" objects. The physical characteristics, like density or weight, don't matter narratively. A ● Intangibility can't pass through a highly secure bunker, or escape a grapple from a skilled enemy.<br><br />
'''Related:''' If the character becomes intangible as a primary form of reducing or negating harm, '''Defensive Paradigm''', or possibly '''Toughness''', are appropriate.<br />
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{{!}} class="LogCell" {{!}} '''Intrusion Immunity'''<br />
{{!}} class="LogCell" {{!}} The character has partial or full resistance to effects that invasively influence or examine their thoughts and feelings. They might have special training, protective equipment, or just natural immunity, but regardless of the method, this Advantage is a hard "opt out" of dictatorially affecting what the character thinks or feels, or reading their thoughts or intentions. While MCM's policy still asks that this immunity not be outright disrespectful in nature; these spaces are already Protected, and so someone who has invested into this Advantage needs no further reason to block effects of the same tier or lower.<br><br />
'''Required:''' N/A, though it's encouraged to provide what the theme of the immunity is.<br><br />
'''Investment:''' Immunity to higher tier effects, from both PC and NPC sources.<br><br />
Minimum ● Maximum ●●●<br><br />
'''Surcharge:''' ●<br><br />
'''Related:''' In certain cases, it might be plausible to cure or shrug off "mental status effects" inflicted by mental influences, using specialized '''Cure''' or '''Immunize'''. 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.<br />
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{{!}} class="LogCell" {{!}} '''Invisibility'''<br />
{{!}} class="LogCell" {{!}} The character can conceal themselves in such a binary and effective way that it is no longer hiding or masking their presence, but that they just won't be found until they interact with something. The usual Invisibility is the visual kind, like provided by invisibility spells like in Harry Potter, optical camouflage like the Predator or Ghost in the Shell, or sometimes natural ability, like chameleonic skin, or superheroes like Toru Hagakure from My Hero Academia. Other forms however, like psychic invisibility compelled by the Silence from Doctor Who, the Stone Mask from The Legend of Zelda, or the Dummy Check Esper ability from a Certain Scientific Railgun, are considered to be the same effect.<br><br />
'''Required:''' N/A, though without further description, the invisibility is assumed to apply only to sight.<br><br />
'''Investment:''' Greater effectiveness, and possibly a greater range of senses affected. ● Invisibility will usually provide cover from individually unimportant but collectively meaningful NPC attention, or provide niche invisibility regarding a specific stunt or power of the character's. ●● Invisibility is presumed to be effective in concealing the character, has notable limitations that cap the character's ability to go wherever they place all the time, like subtle visual cues, a strict time limit, dispelling when attacking, etc. ●●● Invisibility is close enough to be flawless that its integrity isn't in question until the character engages in very obvious activities or suitably great effort is put towards discovering them.<br><br />
'''Surcharge:''' ● for ● Invisibility, ●● for ●● Invisibility, ●●● for ●●● or higher Invisibility.<br><br />
'''Related:''' Invisibility alone doesn't guarantee that a character can accomplish things stealthily or undetected. '''Stealth''' covers the major aspects of being genuinely sneaky, and Illusions still have their major use in misdirecting and deceiving people, which synergize with Invisibility if desired.<br />
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{{!}} class="LogCell" {{!}} '''Knowledge - Field'''<br />
{{!}} class="LogCell" {{!}} The character is exceptionally knowledgeable about a particular field that is concretely useful in solving scene problems or specifically advantageous in scene scenarios. In this case, it's the information itself that is the valuable tool, rather than a practical effect.<br><br />
'''Required:''' A category of Knowledge, and at least two specific examples of how the field is useful to the character in day to day RP circumstances. A sweeping and vague "knows a lot about a thing" won't fly; it has to have examples of an obvious impact.<br><br />
'''Investment:''' Broader and more detailed knowledge with greater practical impact.<br><br />
Minimum ● Trivially accessible knowledge is something any character can have.<br><br />
'''Related:''' A character cannot implicitly gain the use of another Advantage for having Knowledge. For instance, Knowledge - Computers doesn't give a character the use of Hacking, though a thin slice of shared effect space might exist. Carefully consider whether the character actually needs Knowledge to do the things they do, or whether it's simply an element of their background.<br />
|}<br />
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<br />
= Advantages M-W =<br />
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'''Advantages M-W'''<br />
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{| class="LogTable"<br />
|- class="LogRow"<br />
! class=HeaderCell | Designation<br />
! class=HeaderCell | Trappings<br />
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{{!}} class="LogCell" {{!}} '''Mental Intrusion'''<br />
{{!}} class="LogCell" {{!}} The character can broadly perceive, analyze, influence, and/or edit the mental attributes of other beings, whether their thoughts, feelings, memories, etc. This Advantage assumes the character can do this to a supernatural or superhuman degree, even if through mundane skill, rather than psychic control or super brain simulation.<br><br />
'''Required:''' What types of influence the character has with minds.<br><br />
'''Protected:''' Always.<br><br />
'''Investment:''' More powerful and/or flexible effects.<br><br />
Minimum ● Maximum ●●●<br><br />
'''Related:''' Mental Intrusion is the appropriate, fully subsidized space for characters who can both read and write to other people's minds. For characters with a narrower range, see '''Mind Control''' or '''Mind Reading'''; having just one of them costs less Pips than having both functions inherent in Mental Intrusion.<br />
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{{!}} class="LogCell" {{!}} '''Mind Control'''<br />
{{!}} class="LogCell" {{!}} The character can directly control the minds of others, or else influence their thoughts and feelings with such effectiveness and precision that it amounts to the same thing. The character might be able to completely control the actions of another, but they might also be capable of performing elaborate tasks such as implanting compulsions and triggers, creating false ideas or delusions, changing feelings regarding things, or erasing or editing memories.<br><br />
'''Required:''' An idea of which kinds of control the character has over minds.<br><br />
'''Protected:''' Always.<br><br />
'''Investment:''' More powerful mind control.<br><br />
Minimum ● Maximum ●●● including Credit.<br><br />
'''Credit:''' ●<br><br />
'''Related:''' Though it's possible to simply force a mind controlled entity to verbally divulge what they know, any information gained in this way is assumed to be much less clear, reliable, unbiased, or complete, not to mention less subtle, than by using '''Mind Reading'''. If the character possesses both abilities however, '''Mental Intrusion''' is intended to be the more cost efficient catchall.<br />
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{{!}} class="LogCell" {{!}} '''Mind Reading'''<br />
{{!}} class="LogCell" {{!}} The character can gain information about the thoughts, feelings, intentions, or mental characteristics of others. They might be directly reading the information out of their mind with psychic or magical means, but anything sufficiently intrusive, like simulating their thoughts with a supercomputer, or using superhuman intuition and psychology, amounts to the same effect. The Advantage allows for precise information to be easily and usually subtly obtained.<br><br />
'''Required:''' An idea of what information the Mind Reading extends to.<br><br />
'''Protected:''' Always.<br><br />
'''Investment:'''More far reaching and accurate information gathered.<br><br />
Minimum ● Maximum ●●● including Credit.<br><br />
'''Credit:''' ●<br><br />
'''Related:''' As with '''Mind Control''', the completed suite of mind influencing abilities between the two is inherently cheaper with '''Mental Intrusion'''. '''Mind Reading''' and '''Mind Control''' exist as a subsidized spaces for a character to do one or the other for less cost.<br />
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{{!}} class="LogCell" {{!}} '''Mobility'''<br />
{{!}} class="LogCell" {{!}} The character can adroitly navigate complex, dense, difficult, and/or hazardous routes by means of exceptional or enhanced movement ability. Parkour, diving, jump packs, wall climbing, grapnel hooks, water turbines, video game-style double jumps and air dashes, etc. Feats such as running across water, balancing on clotheslines, or clinging to ceilings, are within reach of Mobility of a suitable rating. Examples include Spider Man, Batman, and Catwoman, Mario and Luigi, Faith from Mirror's Edge, Genji from Overwatch, and almost any Wuxia theatre-type character.<br><br />
'''Required:''' The ways in which the character's mobility is enhanced. References to commonly understood ideas are acceptable shorthand, though ideally some form of example stunt should be included.<br><br />
'''Credit:''' ● if the Mobility contains water-related or aerial stunts and the character already possesses '''Water Prowess''' or '''Flight''' at ●●● or higher.<br><br />
'''Investment:''' Greater ability to mitigate or ignore the difficulties or perils of navigating obstacles, or movement abilities with a wider variety of applicable situations.<br><br />
'''Related:''' Mobility might help the character avoid various perils, but if they wish to, for example swim safely in lava instead of water, or at the bottom of the ocean they require '''Adaptation'''; another example is that if they take a high speed fall from parkouring at height, '''Flight''' or '''Toughness''' would be what it takes to not splat at the bottom.<br />
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{{!}} class="LogCell" {{!}} '''NPCs'''<br />
{{!}} class="LogCell" {{!}} The character bit has the use of one or more entities besides the named central character themself. These "extra" beings usually comply or cooperate with the character, though even if they are less than cooperative in-character, the player still has full and total control over them. In all circumstances, the NPC or NPCs are of lesser importance and relevance than the main character; the benefits of the Advantage are that these extra characters can be easily changed up, expended, or sent out to represent the character's interests, without extra limitations on the player's part. The restrictions are that NPCs can only have access to Advantages that are on the character's list, and that losing the NPCs must still amount to some kind of non-trivial consequence or setback to the character, depending on their rating.<br><br />
'''Required:''' The generalities of what the NPCs do and their thematic limits. A reader should be able to tell that Storm Troopers don't use the Force or swing around lightsabers.<br><br />
'''Investment:''' More powerful, effective, and generally relevant NPCs.<br><br />
● NPCs are at the level of mooks or extras. They can apply their abilities in limited situations and tackle minor problems in the character's stead, but overall they can't do much more than bog down another PC, limited to being a minor obstacle or inconvenience. Blobs of generic Stormtroopers, red shirts, or workmen are example. Losing them is a minor setback and they are quickly replaceable.<br><br />
●● NPCs are comparable to a "miniboss" or themed specialists. Their abilities and personal resources are meaningful enough to solve significant problems for the character, and they're meaningful, serious obstacles to other PCs in a situation where they conflict. NPCs of this rating still can't reasonably expect to defeat a PC in combat or categorically outdo them in their area of expertise, but they can present a stiff challenge. R2-D2, or generic SOLDIERS from Final Fantasy VII are examples. They represent a significant amount of investment and are time/cost/effort intensive to replace when lost.<br><br />
●●● NPCs are roughly at the same tier as PCs. They are serious combat entities, have skills that can solve the central problems of scenes, and can overall expect to viably compete with Player Characters; they might in fact be stronger than the character that has the Advantage in some areas. They usually have some Advantages dedicated to fleshing them out. Ash Ketchum's Pokemon team, including Pikachu, is a prime example. Losing these NPCs is prohibitively costly to the character, and significantly diminishes their effectiveness until they can get them back in action or replace them.<br><br />
Maximum ●●● NPCs can't be completely stronger or better than PCs.<br><br />
'''Related:''' If the character's '''NPCs''' have extremely limited function, or are personally irrelevant but amount to one of the character's main abilities, it may be valid to replace them with the Advantage itself. Tiny spy drones might just be represented with '''Remote Viewing''', or exploding suicide summons might just be a part of '''Combat Options'''.<br />
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{{!}} class="LogCell" {{!}} '''Power Copy - Derivative/Mirror'''<br />
{{!}} class="LogCell" {{!}} 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.<br><br />
'''Investment:'''Minimum ●●●●●<br><br />
'''Surcharge:''' ●● for Power Copy - Mirror.<br><br />
'''Related:''' There is no particular Advantage that can be pointed out in relation to Power Copy. It's important to note, however, that most characters with Power Copy also have Advantages that consistently show up no matter who they've copied, and it's highly encouraged to buy these Advantages for the character themself, instead of relying on trying to have them copied at all times.<br />
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{{!}} class="LogCell" {{!}} '''Quantum Solution'''<br />
{{!}} class="LogCell" {{!}} The character can produce situational solutions to seemingly most or any problems they encounter, which are unique, one-off, or otherwise non-replicable in a practical sense. Think MacGyver-esque ingenuity, arbitrary mad science gizmos, absurdly flexible but situational magic, miraculous luck, etc. As per the name, the concrete solution essentially doesn't exist until it suddenly does; it doesn't sit around forever "not being used". Quantum Solution allows the character to produce a solution to a single, discrete obstacle or challenge within a scene; the form this solution takes and how effectively it solves the problem are at the discretion of the scene runner, though the once per scene use of the Advantage isn't used up in a situation where an agreement cannot be reached.<br><br />
'''Required:''' A strong theming for the nature of the Advantage. A character cannot produce solutions of infinite different thematics of infinite genres.<br><br />
'''Protected:''' Always.<br><br />
'''Investment:''' Quantum Solution is always ●●●●<br><br />
'''Related:''' No Advantages are strictly related to Quantum Solution, given that it is a once per scene golden ticket. If the character is more likely to simply solve problems with their given Advantages in clever ways, and figuring out how to do so is the hard part, '''Hint''' can be a good source of prompts.<br />
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{{!}} class="LogCell" {{!}} '''Regeneration'''<br />
{{!}} class="LogCell" {{!}} The character can heal their injuries and physical damage they've taken. They might do this passively over time, or by using special healing spells or techniques on themself. This Advantage concerns "HP loss" and only strictly related symptoms.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' More effective healing.<br><br />
'''Related:''' If the character is able to heal other people with their powers, they require '''Healing''' to do so. '''Immunize''' is the Advantage for purging or shrugging off "status effects" done to the character.<br />
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{{!}} class="LogCell" {{!}} '''Remote Manipulation'''<br />
{{!}} class="LogCell" {{!}} The character can physically manipulate objects at long distance, as by telekinesis, elemental manipulation, magical puppet strings, sticking their hands through tiny portals, etc. This Advantage is always a form of utility, covering practical tasks that can be accomplished with physical manipulation, or using physically oriented Advantages the character possesses at a distance; it is typically not an effectual substitute for an Advantage the character doesn't have. The default assumption is a type manipulation commensurate with the character using their hands, but things like water or sand or fire will obviously default to a more abstract representation.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' More precise and varied manipulation at distance.<br><br />
'''Related:''' If the character's remote abilities vastly exceed their normal physical parameters, '''Strength''' or '''Superhumanity''' are necessary picks, such as to crush cars with the character's mind. Things like telekinetic flight and barriers are entirely different Advantages, such as '''Flight''' and '''Toughness'''.<br />
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{{!}} class="LogCell" {{!}} '''Remote Viewing'''<br />
{{!}} class="LogCell" {{!}} The character can look into places far away from them without being physically present, usually for the purposes of surveillance. This can be very mundane, such as with cameras and microphones or drones, or with fantasy equivalents like crystal balls, Scrying spells, and sense-linked familiars, to name some.<br><br />
'''Required:''' A criteria that determines valid places for the character to view, as opposed to "the entire Multiverse."<br><br />
'''Protected:''' Spying on PCs without their knowledge.<br><br />
'''Investment:''' Longer viewing range, greater penetration of security, and/or greater awareness of a viewed place or multiple viewed places at once.<br><br />
'''Related:''' Remote Viewing itself doesn't guarantee that nobody knows the character is looking in; the default assumption is that other characters can become aware that they're being watched without anything special. '''Stealth''' would apply to this kind of Remote Viewing, or laterally, '''Invisibility'''.<br />
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{{!}} class="LogCell" {{!}} '''Repair'''<br />
{{!}} class="LogCell" {{!}} The character can fix damaged or broken things up to a usefully functional state, far more quickly and effectively than would be possible with simple access to parts, plans, and time. They may just be implausibly effective with mundane repair methods, like a super mechanic or arbitrary mecha repair junkie, but oftentimes sci-fi nanobots or repair rays are involved like Eclipse Phase or Starbound, or else supernatural abilities like Josuke's Stand, Crazy Diamond, from Jojo's Bizarre Adventures.<br><br />
'''Required:''' A metric by which Repair is more limited than "any object fully and instantly."<br><br />
'''Investment:''' Faster, more complete, more varied repairs.<br><br />
'''Related:''' Repairs don't fix people. Even mechanical people. That requires '''Healing''', '''Regeneration''', '''Cure''', or/and '''Immunize'''. In some cases '''Resurrection''' might be appropriate, like bringing a dead robot or AI person back online.<br />
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{{!}} class="LogCell" {{!}} '''Resistance - Source'''<br />
{{!}} class="LogCell" {{!}} The character has an unusually high resilience to, or preventative measure against, a specific type of harmful or unwanted influence. A D&D red dragon's resistance to Fire, a Fate/ Servant's resistance to magecraft, a robot's resistance to poison, etc. This Advantage has variable usefulness against PC Advantages, but not simple PC means; Resistance - Fire works normally against a PC pickup up a torch or opening a nearby lava floodgate, but sharply gives way against a PC who manipulates or shoots fire. The amount to which it falls off vs PC Advantages largely depends on the PC's access to arbitrary equivalents. It's understood to be a dick move for a wizard with every element to slam Rubicante with fireball over and over again, but an Avatar Firebender is free to borderline ignore it completely, given that fire is their number one interaction method. Protected effects are always valid to hard resist.<br><br />
'''Required:''' N/A. See some examples of valid categories in the appropriate section.<br><br />
'''Credit:''' ● if the Resistance is against damage type and the character has Toughness at ●●● or higher, or if the Resistance is against an ambient factor and the character has Adaptation at ●●● or higher. The Credit applies to no more than two Resistances.<br><br />
'''Investment:''' More powerful resistances.<br><br />
'''Related:''' A Resistance cannot provide its complete effects vs environmental factors unless it is narrowly categorized against one specific factor, such as Resistance - Acid allowing the character to dip into a vat of acid. In almost all cases, '''Adaptation''' is still a necessary Advantage to deal with hazardous environments. If the character has a wide variety of specific elemental resistances, a high-rated '''Toughness''' with simple written caveats that it applies more to some elements than others, is much more appropriate. Any Resistance that would be covered by '''Intrusion Immunity''' requires that Advantage instead.<br />
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{{!}} class="LogCell" {{!}} '''Resurrection'''<br />
{{!}} class="LogCell" {{!}} The character can bring people back to life. Period. If they were dead, they aren't anymore. These people come back with all the functionality of their living selves, even if not necessarily in exactly the same shape.<br><br />
'''Required:''' Some criteria under which a dead character cannot be resurrected. Resurrection cannot be universally applicable on every random skull a character finds in a dungeon or name they find on a grave marker, because of how unduly laborious it is for scene runners to constantly fabricate NPCs out of nothing.<br><br />
'''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.<br><br />
Minimum ●●●●<br><br />
'''Surcharge:''' ●●●<br><br />
'''Related:''' Resurrection is absolutely not needed to revive, and in fact does not work on, a character who is merely "defeated", dying, or in critical condition. It may apply to, but is not strictly necessary for, characters who are "clinically" dead but still possible to save with ordinary medical attention. Since Resurrection only works on other characters, if the character who possesses it can come back to life, they require '''Immortality''' to do so.<br />
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{{!}} class="LogCell" {{!}} '''Skeleton Catch'''<br />
{{!}} class="LogCell" {{!}} The character can kill people dead full stop. They automatically fulfill the Catch associated with any form of Immortality, and the limitations of any form of Resurrection, unless they choose not to. This Advantage is an explicit exception to the notion that no Advantage automatically trumps another (though in reality, the existence of condeath typically means it's little more than a theoretical threat to other PCs). Examples are pretty rare, along the lines of Sekiro's Mortal Blade, Star Butterfly's killing spell, or the First Hassan from Fate/Grand Order.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Skeleton Catch trumps Immortality of the same Pip rating or lower. ●●● Skeleton Catch trumps Resurrection. Since NPCs don't use the Advantage system itself, ● kill NPCs that come back to life as a gimmick, ●● kills NPCs that come back to life as a major plot obstacle, and ●●● kills NPCs that essentially aren't killable without a plot.<br><br />
Minimum ● Maximum ●●● Obviously, lower or higher ratings than these aren't meaningful.<br><br />
'''Related:''' If you don't know what a Catch is, read '''Immortality'''.<br />
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{{!}} class="LogCell" {{!}} '''Skill - Field'''<br />
{{!}} class="LogCell" {{!}} The character is exceptionally skilled in an area of expertise whose practical applications are not wholly or mostly encompassed by another Advantage, and is useful enough to frequently have Advantage-worthy applications under various circumstances. The skill cannot grant the character use of other Advantages implicitly; Skill - Programming doesn't grant free '''Hacking'''.<br><br />
'''Required:''' A category of Skill, and at least two specific examples of how the skill is useful to the character in day to day RP circumstances. The category must be something grounded in reality. Skill - Magic isn't valid; "does magic" could mean anything.<br><br />
'''Investment:''' Greater capability to accomplish difficult tasks<br><br />
'''Related:''' This Advantage is a sort of mirror of '''Knowledge''', for relatively mundane but important learned attributes a character has which are academic rather than applied. Unusual skills with weapons or vehicles fall under '''Weapon Mastery''' and '''Vehicle Mastery''' respectively.<br />
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{{!}} class="LogCell" {{!}} '''Share Powers'''<br />
{{!}} class="LogCell" {{!}} The character can grant the use of one or more of their Advantages to other characters, such as by handing out equipment, bestowing magical enhancements, giving out blessings, synchronizing minds, etc. Having this Advantage means the character is able to provide others in the same scene with the benefits of any of their other Advantage Points of the same Pip rating or lower. The way that the Advantage looks in someone else's hands may change radically, but it functionally performs by the same limitations. Advantages are only shared during the same scene; the character can't lend out Advantages when they aren't around, or on a permanent basis (that would be covered by an Upgrade Application). Any Advantage with a Surcharge that is shared requires that the beneficiaries act in concert with the sharer; characters that are the recipient of Advantages like Teleportation or Invisibility can't all run off and use it for their own ends separately.<br><br />
'''Required:''' A description of the form in which the character shares their Advantages, usually defined as a broad thematic, like mad science gadgets or magical enchantments.<br><br />
'''Credit:''' ● if he character already possesses Contract at ●● or higher.<br><br />
'''Investment:''' Being able to share Advantages of an equal or lower Pip rating.<br><br />
Maximum ●●●<br><br />
'''Surcharge:''' ● if the character wants to be able to share a 4 or 5 Pip Advantage. This still requires ●●●.<br><br />
'''Related:''' Any Advantage listed as an invalid target of '''Power Copy''' cannot be shared by this Advantage. Having this Advantage obviates the need to take versions of an Advantage that exclusively effect the character or other characters, such as both '''Healing''' and '''Regeneration''', or '''Cure''' and '''Immunize''', at the same time; sharing '''Regeneration''' is healing another, sharing '''Healing''' with yourself is regenerating yourself. Strictly speaking, it's possible, though very rare, to make any valid Advantage explicitly affect only other people, in which case this works in the same way as the above. If the character wishes to divulge material to others on a large scale and/or semi-permanent basis, '''Wealth''' is required to do so.<br />
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{{!}} class="LogCell" {{!}} '''Speed'''<br />
{{!}} class="LogCell" {{!}} The character can act and/or react at speeds far beyond normal human capability. They might move at tremendous speed, such as with Sonic the Hedgehog, they might have incredible reflexes and mental speed, such as Wrath from Fullmetal Alchemist, or do pretty much everything at super speeds, like the Flash reading books or building walls in seconds. At least a small investment usually applies to extremely fast vehicles.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Greater potency of character speed. There isn't a hard scale on how fast a character can move or react with this Advantage, but it's loosely understood that a higher investment means that the character is faster than they would be with a lower investment; ● Speed doesn't get supersonic parkour.<br><br />
Minimum ●<br />
'''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.<br />
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{{!}} class="LogCell" {{!}} '''Split Actions'''<br />
{{!}} class="LogCell" {{!}} The character is able to split their attention, physically as well as mentally, to the ends of pursuing several different major courses of action at the same time, possibly even in different places. This can apply to character bits that are made up of multiple entities (though far from a majority of them), but also characters that create doubles or projections. For example, the typical JRPG party is rarely ever applicable, pretty much always sticking together and tackling the same objective, but a super AI forking its brain to be in a bunch of places, manipulating different systems, always is.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' By default, MCM expects that each player in a scene is getting One Big Thing done during each of their pose rounds, and doesn't allow for someone posing twice as much to be in two places advancing two different objectives, effectively "doubling their attendance". This Advantage allows a character to do exactly that (though no more than two). They can gun down a horde of zombies while hacking a computer mainframe, or perform a magic ritual while building fortifications.<br><br />
'''Minimum:''' This Advantage is always ●●●<br><br />
'''Related:''' The NPCs Advantage covers the vast majority of characters having underlings, monsters, allies, drones, etc. Darth Vader's troopers succeed only when he's on screen with them to contribute his big deal presence.<br />
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{{!}} class="LogCell" {{!}} '''Stealth'''<br />
{{!}} class="LogCell" {{!}} The character is adept at getting around unseed and undetected. Their stealth might be enhanced by, or wholly created by, camouflage technology, magical silence, extremely small size, etc. This Advantage covers "doing things stealthily" as a whole, rather than just moving around unnoticed. Solid Snake, Altair from Assassin's Creed, Garret from the Thief Series, and James Bond are examples.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' More effective stealth.<br><br />
'''Related: The main boundary of Stealth is that someone could be alerted to the character with enough mundane effort. If it's presumed the character just won't be seen until they do something to affect someone or something, it's in the wheelhouse of Invisibility.'''<br />
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{{!}} class="LogCell" {{!}} '''Strength'''<br />
{{!}} class="LogCell" {{!}} The character wields physical strength far beyond normal human capabilities, to the point that feats of strength alone become a valid way to solve a wide variety of problems. This Advantage is usually the primary physical focus of the character, like with the Incredible Hulk, Shizuo Heiwajima, Suika Ibuki, or Herakles.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' A greater ability to stretch physical strength into a problem-solving device. There isn't a hard scale of how much a character can lift, break, etc. with this Advantage, but it's loosely understood that a higher investment means that the character is stronger than they would be with a lower investment; ● Strength doesn't flex tanker ships.<br><br />
Minimum ●<br><br />
'''Related:''' '''Speed''' and '''Toughness''' are essentially counterparts to this Advantage.<br />
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{{!}} class="LogCell" {{!}} '''Superhumanity'''<br />
{{!}} class="LogCell" {{!}} The character has some combination of strength, speed, reflexes, durability, and/or stamina well above the human norm. They may favor some physical characteristics over others, but this Advantage is intended to be a way of easily representing a character being "generically" all around superhuman, extremely common in anime/comics/manga/video games/etc. With characters like Goku, Superman, Dracula, Cloud Strife, etc.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' A greater extent of superhuman physical capability. This Advantage is roughly equivalent to half as many Pips in Strength, Speed, and Toughness.<br><br />
'''Related:''' To emphasize a particular attribute instead of a whole, "generic" package, see '''Strength''', '''Speed''', and/or '''Toughness'''. Having all three as a more expensive way of having even greater physical prowess is explicitly okay. Superhuman senses are covered by '''Extraordinary Senses'''.<br />
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{{!}} class="LogCell" {{!}} '''Survival Skills'''<br />
{{!}} class="LogCell" {{!}} The character is expertly capable at providing for themselves and others without infrastructure suited to providing for people. This Advantage usually represents a bundle of closely related skills in navigation, foraging, identifying and being protected from things strictly related to "living off the land", or else abilities that trivialize it, like creating food and clean water with magic<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' This Advantage is always an Incidental Advantage. PCs being stuck out in the wilderness for long periods of time is almost never going to be a relevant challenge.<br><br />
'''Related:''' For meaningful protection against serious environmental dangers, and/or environmental protection that allows the character to be useful (as opposed to hiding in a shelter), see '''Adaptation'''.<br />
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{{!}} class="LogCell" {{!}} '''Teleportation'''<br />
{{!}} class="LogCell" {{!}} The character can travel from point A to point B instantaneously (or close enough). A Wizard's teleportation spell, Nightcrawler's Mutant power, Chell's Aperture Science portal gun, Goku's Instant Transmission technique, Star Trek Transporters, or even characters summoned by their name or some other trigger, like Beetlejuice or Hastur, are some examples amongst many.<br />
<br><br />
'''Required:''' The limitations to where the character can teleport, essentially a description of why the character can't teleport "anywhere and everywhere in the Multiverse". The trappings cannot be written along the lines of the character "being so fast they move instantly", or else it's just sneakily describing Speed; Teleportation is strictly a transport Advantage.<br><br />
'''Investment:''' ● Teleportation is limited to instant travel to places within the character's immediate surroundings that they have the ability to access already, as a sort of "flash step" or similar. ●● Teleportation allows a character to go through most walls and obstacles, and get to most places in a scene, with some salient limitation to their destination. ●●● Teleportation allows basically unrestricted access to anywhere within a scene with only very minor limitations. 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.<br><br />
'''Surcharge:''' ● Teleportation has no Surcharge. ●● Teleportation has a ● Surcharge. ●●● Teleportation has a ●● Surcharge.<br><br />
'''Related:''' If the character can go through walls and such without instant travel, see '''Intangibility'''. If the character can do other things than "get to point B" seemingly instantly, you'll need '''Speed''' instead, and probably at a high investment. If the character creates wormholes or warp pads for a sort of persistent teleportation, you'll want '''Field Shaping''' to place teleportation features into a scenescape. Catching and/or redirecting attacks through little wormholes is likely going to be a use of '''Defensive Paradigm'''.<br />
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{{!}} class="LogCell" {{!}} '''Temporal Acceleraton'''<br />
{{!}} class="LogCell" {{!}} The character can cause other things to experience the passage of time at a highly accelerated rate. This could cause plants to grow, weapons to rust, animals to mature, concrete to dry, machines to work faster, etc. The degree of acceleration always depends on how meaningful it is for the acceleration to occur. Ageing a bottle of wine is trivial enough to be arbitrarily accomplished. Causing the reactor of a starship to run out of power so it falls out of orbit is a very significant, and thus very difficult, task.<br><br />
'''Required:''' N/A<br><br />
'''Protected:''' When applied to PCs or their possessions as per Deconstruction.<br><br />
'''Investment:''' Applicability to more narratively impactful targets.<br><br />
'''Related:''' Temporal Acceleration does not equate to super speed. Time-flavored speed boosts like Haste spells still require '''Speed''' or '''Superhumanity''', and '''Share Powers''' is required to lend the full weight to others. '''Buffs''' may be a substitute for generically increasing speed as part of an overall increase in competence.<br />
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{{!}} class="LogCell" {{!}} '''Time Loops'''<br />
{{!}} class="LogCell" {{!}} The character can create closed time loops with themselves, defined as an iteration of them from the future briefly returns to the present to assist them in some way, and then at the same point in the future, the character undertakes the same action of returning to the same point in the past. This is the only form of personal time travel that MCM naturally accommodates, as it involves no retcons or dependencies. The usefulness of the future selves depends mostly on how much "being further along the line" matters to the current situation; the character's future self might come bearing warnings of danger, solutions to puzzles, clues to a mystery, items recovered past the current obstacle, etc. Though this Advantage technically doesn't have Protected limitations, consulting with the scene runner is obviously necessary to know what the future self gets to access.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Minimum ●●●<br><br />
'''Related:''' While having no particular limit on its use, the wide variety of things that a time loop can accomplish are bounded very narrowly within the theme of "the progression of time being able to solve it". For a "silver bullet" to just about any challenge, see '''Quantum Solution''', which contains a maximum use of once per scene.<br />
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{{!}} class="LogCell" {{!}} '''Time Stop'''<br />
{{!}} class="LogCell" {{!}} The character has the ability to stop time, or else somehow act instantaneously, outside the bounds of "super speed", differentiated by the presumption that the character is taking an actions that usually resolve first and are followed second at great difficulty, rather than applying the "super fast" adjective to their actions. While this Advantage doesn't technically have Protected limitations, adherence to the basics of our Advantage policy implicitly limits its ability to behave dictatorially on other players.<br><br />
'''Required:''' N/A. We leave it up to the player to define what means or mechanic it is that guarantees other PCs "a save", as per our Intensity of Effect rules.<br><br />
'''Investment:''' Time Stop at a ● rating is strictly limited in what actions the character can use it for, amounting to a number of small stunts that exist in laterally related space to things like speed, reflexes, teleportation, special dodges, attack gimmicks, etc. The character might be unable to interact with the world, or only accomplish single motions, or skip time without getting to change what they started doing. Hit's initial appearance in Dragon Ball Super is a solid example.<br><br />
<br />
Time Stop at a ●● rating has considerable constraints on its use such that it's plausible to resist or contest it with mundane extra effort, awareness, and/or cleverness, or else it isn't very subtle or versatile, but is still a considerable advantage in any time-sensitive context. Nox from Wakfu, Esdeath from Akame ga Kill, the Time Clow Card, and most video game incarnations such as Devil May Cry or Bayonetta, fall here.<br><br />
<br />
Time Stop at a ●●● rating is a primary power wherein the stopped time is reliably and easily accessed with a full range of available actions, letting the character enhance most things they do. The enhanced actions are very difficult to keep track of or brute force past, and are a predominant gimmick added to interactions. Dio Brando from JoJo's Bizarre Adventures and Homura Akemi from Puella Magi Madoka, are credible examples.<br><br />
'''Surcharge:''' ●● for ● Time Stop, ●●● for ●● Time Stop, ●●●● for ●●● or higher Time Stop.<br><br />
'''Related:''' Time Stop, by its nature, overlaps with small sections of functionality from '''Invisibility''' and '''Teleportation''', but cannot seriously supplant them; the character cannot simply "be invisible" for any amount of time they're around, nor do they get from place to place with any extra convenience. Likewise, though a primary part of Time Stop's importance in fiction is skipping the process by which people can watch it the character do things and jump in to interrupt, what the character accomplishes isn't necessarily subtle in any way; '''Stealth''' is still required to do most major things "without anyone knowing it happened", instead of just "without anyone seeing the character do it".<br />
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{{!}} class="LogCell" {{!}} '''Toughness'''<br />
{{!}} class="LogCell" {{!}} The character can take much more damage than a human normally could. Whether they're naturally super tough, use strong armor, energy shielding, psychic or magic barriers, or just have a ton of metaphorical HP, what matters is that they can take a lot more damage.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Greater defensive strength.<br><br />
Minimum ●<br><br />
'''Related:''' For strong protection against narrow sources of damage, or things that aren't strictly damaging, see '''Resistance'''. If the character is "tough" because they're really good at defending themselves, likely see a '''Weapon Mastery''' or '''Defensive Paradigm'''. For powerful passive protection against environments, see '''Adaptation'''.<br />
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{{!}} class="LogCell" {{!}} '''Unlimited Activity'''<br />
{{!}} class="LogCell" {{!}} The character can keep expending their energy or resources on a task near or effectively indefinitely. They might have superhuman reserves of stamina that let them run or labor for days, a way to constantly gather infinite magic, a power source that can run devices for the foreseeable future, or even just an inexhaustible pile of ammunition and expendables.<br><br />
'''Required:''' The resource or resources the character has in abundance.<br><br />
'''Investment:''' Unlimited Activity is always an Incidental Advantage; the frame of time over which it's relevant exceeds a single scene, and is mostly flavor space.<br><br />
'''Related:''' If a character doesn't need even the bare basics of life to keep working, they require '''Imperishable'''.<br />
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{{!}} class="LogCell" {{!}} '''Vehicle Mastery - Type'''<br />
{{!}} class="LogCell" {{!}} The character has a considerable level of prowess with a certain kind of mount or vehicle. When in the saddle or behind the wheel, they can pull off a variety of expert maneuvers and stunts that wouldn't be possible for someone merely licensed. Obviously, the character is presumed to just have access to basic examples of the relevant ride.<br><br />
'''Required:''' The type of mount or vehicle the character is extraordinarily skilled with This Advantage is category bounded; one purchase covers a limited breadth of mastery. Look further down the page for some acceptable examples.<br><br />
'''Investment:''' Greater proficiency with the chosen mount or vehicle, including when accessing one that is part of the scene.<br><br />
Minimum ●. Nobody needs to justify driving a sedan to a store or riding a horse at a walk.<br />
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{{!}} class="LogCell" {{!}} '''Water Prowess'''<br />
{{!}} class="LogCell" {{!}} The character has extremely high effectiveness in all things regarding acting on or under the water. When swimming, diving, sailing, etc. water features have little bearing on them as a hazard or obstacle, whether from pressure, drowning, currents, or similar. This capability may extend to similar liquid obstacles, depending on rating though it won't protect them from the dangers of things like lava or acid.<br><br />
'''Required:''' N/A<br><br />
'''Credit:''' ●●<br><br />
'''Investment:''' Since one Pip is enough to gain a ●●● rating, investing beyond this point is only for consummate specialists, for mastering the most outrageous and unreasonable obstacles, performing the most improbable of stunts, or extending their prowess to less related liquid environments.<br><br />
'''Related:''' This Advantage represents an all in one package of everything related to water capability. If the character has incidental abilities surrounding traversing or navigating water, these can usually be part of a '''Mobility''' and/or '''Adaptation''', which are allowed to be broad and give the character other tricks as well. This Advantage provides the character no resistance against water-type attacks, which would be covered by '''Toughness''' or '''Resistance'''.<br />
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{{!}} class="LogCell" {{!}} '''Weapon Mastery - Type'''<br />
{{!}} class="LogCell" {{!}} The character has a considerable level of prowess with a certain kind of weaponry or certain combat style. Within their arena of expertise, they are capable of executing a variety of stunts and maneuvers outside the grasp of merely hitting and blocking. Obviously, the character is presumed to just have access to basic examples of the relevant weaponry. Their capabilities only extend to what could be accomplished with any example of the weapon; sword beams and hammer explosions aren't a form of mastery.<br><br />
'''Required:''' The type of weaponry or style of combat the character is extraordinarily skilled in. This Advantage is category bounded; one purchase covers a limited breadth of mastery. Look further down the page for some acceptable examples.<br><br />
'''Investment:''' Greater proficiency in the chosen weapons or style, including when picking up weapons that are part of the scene. An Incidental Weapon Mastery is nothing more than barebones proficiency, however, and even more "just for show" than usual.<br><br />
'''Related:''' A character who is nominally skilled at fighting with one or more weapons, but mostly just attacks straightforwardly with them, rather than stunting off of them, should get by fine with '''Combat Options''', or if they have a special technique or two, '''Arsenal - Melee''' and/or '''Arsenal - Ranged'''.<br />
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{{!}} class="LogCell" {{!}} '''Wealth'''<br />
{{!}} class="LogCell" {{!}} The character is unusually wealthy in a liquid sense; they have so much money to casually throw around that they can buy away a lot of problems on the spot, and bankroll large projects. Having access to items that are available to ordinary people, but are normally way too expensive, can be assumed to be part of this Advantage.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Greater wealth.<br><br />
'''Related:''' The character can likely bribe, hire, or pay off people for help on the scene, but for hirelings that the character usually or always has access to, you need '''NPCs'''.<br />
|}<br />
</div><br />
</div><br />
<br />
=Advantage Category Examples=<br />
<br />
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.<br />
<br />
==Bane==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| '''Modern Mythos Supernaturals''' -- Werewolves, vampires, zombies, famous regional monsters such as yeti or chupacabra, most ghosts, some instances of demonic possession, etc.<br />
<br />
'''Classical Folklore Monsters''' -- Gorgons, basilisks, sea serpents, banshees, hydra, faerie, most dragons, etc.<br />
<br />
'''Eastern Tradition Creatures''' -- Youkai, Ayakashi, spirits and gods of individual objects or locations, evil ghosts borne of improper burial, archetypes of Kitsune, Yuki Onna, etc.<br />
<br />
'''Undead''' -- Ghosts, vampires, liches, skeletons, zombies, various necro-horrors, etc. up to and including “technically dead” targets, such as zombies by lethal infection rather than necromancy.<br />
<br />
'''Mechanical Beings''' -- Cyborgs, androids, most robots, various forms of AI with relevant physical access, etc. Does not cover robots too simple to be called beings or that are clearly accessories, like a manufacturing arm or a tank.<br />
<br />
'''Divine Power Users''' -- Gods, demigods, avatars of such, typically all kinds of angel and equivalent divine servant, priests/clerics/shamans/monks, etc. that directly invoke a divinity’s power.<br />
<br />
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:<br />
<br />
'''Profane''' -- Creatures declared anathema by a primary divine power, and which are subjugated, harmed, or repelled, by divine power. Depending on theme, this could be almost anything. 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.<br />
<br />
'''Dragons''' -- If it’s a big, scaly, winged and tailed, flesh and blood creature, likely with some sort a damage dealing breath, it probably counts. It doesn’t matter whether it’s called a Drake or a Wyvern or a Lung or a Fell Beast; a dragon is a dragon is a dragon. Conversely, this sometimes might not apply to some entities that use the name “dragon” only in metaphor or homage, as clearly some kind of elemental or space god, or something like a dragon-shaped rock golem.<br />
|}<br />
==Immortality==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| Immortality is concerned with acceptable Catches rather than a category itself. Some unofficially named examples are:<br />
<br />
'''Extreme Overkill:''' The character is killed for good when hit with unreasonable amounts of firepower in a short period of time, essentially “killing them really really dead”. At ●●● they might need them to be completely obliterated. At ●● it caps out around grossly excessive violence that doesn't typically exist in accidents or fights. At ● it thwarts incidental or dubiously credible deaths that didn't have a serious attempt at following up ("nobody could have survived that fall").<br />
<br />
Cell from Dragon Ball Z, the Thing, and many iterations of Godzilla, are examples.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
The God Tier mechanics of Homestuck characters fall here, as well as the Undead from Dark Souls, or any number of characters that carries some kind of self-resurrection mcguffin.<br />
<br />
'''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.<br />
<br />
A massive list of classical monsters could go as examples, such as vampires and stakes to the heart, as well as the Highlander series, and every other boss from the Resident Evil series.<br />
<br />
'''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.<br />
<br />
Character examples include Voldemort from Harry Potter, 2B and 9S from Nier: Automata, and every single Lich ever.<br />
<br />
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.<br />
<br />
'''Proxies:''' The character works through expendable proxy forms instead of being physically present at the action. Usually, the canon Catch in this form of immortality is that the character has to be tracked down to their real location and killed in the flesh, but this isn't acceptable as the sole Catch on MCM, since someone has to exit the scene to do so. The character must be subject to some kind of sympathetic trauma from damage to the proxy, or the proxy must present a way for something to deal damage to the character through it. A ●●● example entails the proxies being expendable enough to repeatedly throw at a single danger. Fatal feedback would require killing multiple proxies, or inflicting as much extensive injury to one as possible before destroying it. A proxy link could be as narrow as uploading a tailored virus through a robotic body, or exorcising a character possessing someone. At ●● that feedback can be lethal if the proxy is damaged to an egregious extent, or a link might be more like electrically overloading a robot body, or destroying a homunculi's animating gem. At ● the proxy is only sufficient to prevent the character being killed under controlled or low-stakes circumstances, such as sent in advance into a dangerous unexplored room or to trigger a trap as a failsafe, and feedback ensures that they wouldn't want to do so more than once or twice per scene. A proxy link in this case would be as broad as "anyone meaningfully intend to kill the character behind the proxy, instead of just destroy the proxy and remove their involvement."<br />
<br />
Character examples include Neo from the Matrix, Motoko Kusanagi from Ghost in the Shell, and the Tenno from Warframe.<br />
|}<br />
==Knowledge==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| '''Computers''' -- Finding evidence of forced entry, learning how to operate unfamiliar systems, analyzing the capabilities of robots by their programming, tracking by someone’s internet activity, etc.<br />
<br />
'''Occult''' -- Knowing favored items to negotiate with spirits or things that repel them, resolving the unfinished business of a ghost, decoding ciphers in arcane texts, etc.<br />
<br />
'''Psychology''' -- Attempting to ascertain someone’s honesty, psychological profiling, finding the right approach in interrogation or negotiation, dealing with victims of traumatic events, etc.<br />
<br />
'''Tactics''' -- Anticipating an ambush, predicting an enemy’s movements ahead of time, reading into a goal or strategy through a group’s actions, picking naturally defensible places to build, etc.<br />
|}<br />
==Resistance==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| 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).<br />
<br />
'''Fire and Heat''' -- Immune: Natural heat such as the air of a desert or volcano. Forest fires, burning clothes, or a naturally occurring magma pool.<br />
<br />
Resistant: Flamethrowers, plasma guns, critical reactor heat, fire spells, stellar exposure, etc.<br />
<br />
'''Toxins and Disease''' -- Immune: Ordinary diseases and infections, and toxins that are “bad for you” but don’t have consequences that would manifest within a scene, asides maybe throwing up.<br />
<br />
Resistant: Supernatural or magical diseases or illnesses, curses of poor health, chemical weapons, weaponized viruses, animal venoms, lethal poisons, etc.<br />
<br />
'''Arcane''' -- Immune: Minor cantrips, mild hazard spells, pockets of wild magic, or Protected effects such as polymorphs or disintegrations.<br />
<br />
Resistant: Direct forms of arcane attack or impediment, like magic missiles, curses, explosive runes, binding spells, offensive teleports, etc.<br />
<br />
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.<br />
|}<br />
<br />
==Skill==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| '''Architecture''' -- Building useful structures, reinforcing existing ones to combat readiness, renovating a ruin into a home base, finding structural weak points for demolition, discovering secret rooms, etc.<br />
Mechanical Engineering -- Assessing the purpose of an unknown device, manually operating things like bridges, hangars, and generators, performing standard manual repairs, salvaging for useful parts, performing tuning, upgrades or restorations, etc.<br />
<br />
'''Scouting''' -- Tracking quarries, finding secret passages, discovering or making shortcuts, erasing tracks, picking up on environmental signs, etc.<br />
<br />
'''Spelunking''' -- Navigating, map making and reading, climbing and rappelling, squeezing through small spaces, reading air currents and natural signs, finding things in the dark, etc.<br />
|}<br />
==Vehicle Mastery==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| '''Aerospace Superiority''' -- Jets, combat planes, bombers, starfighters, VTOLs, etc. Works for equivalent flying riding animals such as pegasus knights, griffons, and dragon riders, etc. so long as air combat is happening. Would need an additional Point for exceptionally skilled ground riding.<br />
<br />
'''Air-Ground Support''' -- Helicopters, gunships, landing craft, space troop transports, etc. Likewise large, low-flying riding animals can work here, like dragon strafing runs.<br />
<br />
'''Watercraft''' -- PT boats, hovercraft, jet skis, speed boats, kayaks, amphibious vehicles, etc. Practically any marine creature significantly smaller than a whale.<br />
<br />
'''Fully Staffed Ships''' -- Destroyers, frigates, battleships, etc. of the water, space and air varieties. Riding equivalents are usually colossal war beasts or flying whales or the like.<br />
<br />
'''Automobiles''' -- Cars, trucks, ATVs, jeeps, tractors, APCs, armored vans, etc.<br />
<br />
'''Military Heavy Armor''' -- Tanks, APCs, self-propelled guns, drawn siege-engines, war elephants and similar big stompy monsters, etc.<br />
<br />
'''Single Riding''' -- Motorbikes, jet skis, snowmobiles, horses, etc. Most mounted ground combat could be covered.<br />
<br />
This Particular Advantage allows for extremely limited selections with broad roles, such as:<br />
<br />
'''Flying Cavalry Beasts''' -- Would allow solely for things such as pegasi, griffons, etc. but would cover all aspects of riding them, air, ground, support, dogfighting, mounted combat, etc.<br />
<br />
'''Humanoid Mecha''' -- Similarly, this allows for mecha combat in space, in the air, on the ground, etc. so long as it’s a giant metal person and acts like one.<br />
|}<br />
==Weapon Mastery==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| '''Polearms''' -- Spears, pikes, halberds, glaives, naginatas, polehammers, scythes, shock staves, etc.<br />
<br />
'''Chopping Blades''' -- Cleavers, axes, hatchets, halberds, machetes, etc.<br />
<br />
'''Heavy Strikers''' -- Maces, hammers, war picks, polehammers, clubs, batons, realistic flails, suitably sized improvised cudgels, etc.<br />
<br />
'''Modern Small Arms''' -- Typical rifles, shotguns, handguns, submachine guns, etc.<br />
<br />
'''Explosives''' -- Grenades, rockets, missiles, fuse and barrel bombs, cannonballs, etc.<br />
<br />
'''Hand-To-Hand''' -- Claws, powerfists, knuckle weapons, pile bunkers, etc. May include unarmed combat itself, or things such as knives used as CQC enhancers.<br />
<br />
'''Flexible Wire''' -- Whips, weighted chains, mono-wires, lassos, tentacle spells, etc.<br />
<br />
'''Martial Arts Sticks''' -- Various staves, escrima sticks, tonfas, nunchaku, three-section staff, etc.<br />
<br />
'''Mounted Heavy Weapons''' -- Missile launchers, miniguns, autocannons, ballistae, mangonels, etc.<br />
<br />
'''Archaic Hand-Powered Projectile''' -- Bows, crossbows, javelins, throwing knives, shuriken, etc.<br />
<br />
This particular Advantage allows for extremely limited selections with broad roles, or extremely broad selections with limited roles, such as:<br />
<br />
'''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.<br />
<br />
'''Personal Sniping''' -- Just about any weapon that could be used by an individual to believably engage in sniping, from marksman and anti-materiel rifles to longbows or lasers, but no matter what they use, any of these weapons will fill the role of “sniper”, with their other qualities mostly being perks and window dressing. The extreme focus affords a versatile selection of weapons in that role.<br />
|}<br />
<br />
=Rules on Trappings=<br />
<br />
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.<br />
<br />
==="Conceptual" and "Molecular" Terms===<br />
<br />
Advantages that work on a “conceptual” level cannot include said terminology in their trappings. Advantages have to explain what they actually do in clear terms, and utilizing "conceptual" language does exactly the opposite of this by reaching into abstract territory. “Molecular level control” is understood to be effectively the comic book equivalent of this.<br />
<br />
===The Et Cetera Rule===<br />
<br />
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.<br />
<br />
'''-Acceptable:''' “Black Mage has the magical power to fire blasts of elemental energy (fire, ice, lighting, etc.)” The “etc.” clearly indicates extra elements, but the magic itself has a clear and sufficiently narrow scope. Black Mage could shoot dark or water or earth element attack spells, but it doesn't expand on the utility of the Advantage, merely the VFX.<br />
<br />
'''-Unacceptable:''' “Doppelganger has the ability to completely transform his body into that of a different creature, such as a bear, spider, dragon, werewolf, android, etc.” The “etc.” has no clear bounding or obvious continuation. None of the listed examples are intuitively related, and the entry could spiral into turning into planet-sized space whales for all the reader knows.<br />
<br />
===Hard Numbers and Figures===<br />
<br />
In almost all cases, defining the limits of Advantages through specific, hard and fast numbers will result in being bounced back for revisions. MCM is not a roleplay where comparing statistics is very meaningful, and our Advantages system runs on narrative effectiveness, not power levels. Exactly how many tons a character can lift, how many kilometers per hour they can run, how many kilojoules their laser gun fires, etc. should not appear in Advantages. "Lift a semi truck", "sprint as fast as a car", or "melt holes in battle tanks" are useful and acceptable alternatives.<br />
<br />
===Meta Reference and Rules Restatement===<br />
<br />
Advantages should not be written so that their trappings reference the Advantage system as a meta entity. Dictating interactions with Advantages by their official names or Pip counts, directing the reader around an Advantage section like a wiki, reiterating universal rules on scope/range/etc. is either making pseudo-policy calls, or already implicit in it being on MCM at all.<br />
<br />
=Advantage Policy=<br />
<br />
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.<br />
<br />
'''Non-Player Characters Don't Have Advantages:''' The Advantage system is the core method for PCs to interact with each other and RP as a whole. The many entities that will exist as fixtures of scenes do not adhere to, or benefit from, the same system. NPCs (not the Advantage) abstractly have "whatever abilities are good for the story and fun", and can't enforce things like Skeleton Catch or Power Copy, nor do they possess meaningful tiers of things like Resistance or Anti - Power that trump or cede to characters mechanically. Sometimes this means that plot entities can exceed parameters normally available to PCs for the sake of a story, but never as a long term or irremovable fixture that can still push PCs around.<br />
<br />
'''Threat to Player Characters:''' MCM requires that all player characters are capable of being threatened by reasonably significant bodily danger. Serious enemies and hazards should always be able to present as credible risks to PCs regardless of theme. Though what matters might vary from PC to PC, there is no way to "switch off" the potential for consequences to a character.<br />
<br />
'''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.<br />
<br />
'''Range of Effect:''' Any Advantage that targets another PC is assumed to use a delivery mechanism that is avoidable, even if it doesn't in the source material. To put it another way, Everyone Gets A Save Against Everything. All combat powers are assumed to function with range and methodology which permits meaningful interaction between all players.<br />
<br />
'''Scope of Effect:''' In day-to-day use, Advantages shouldn't exceed a Scope of Effect of one city block, the upper end of which we identify as Kowloon Walled City. When mass destruction happens, we want it to be a plot-significant event, such as when Alderaan is destroyed by the Death Star; not Nappa blowing up a city for giggles. Places with little or no plot significance can play more fast and loose with this rule.<br />
<br />
'''Interaction with MUSH Meta-Elements:''' Advantages that interact with natural Warpgates, Unification, or any other element of the MUSH's back-end, are not possible to have. You can't "de-unify" or leave the Multiverse or MUSH setting.<br><br />
<br />
Additionally, there are a couple of miscellaneous, but important and pertinent rulings on specific uses of Advantages that result in them going outside the bounds of acceptable play.<br />
<br />
'''On Gestalts:''' Certain character concepts can make more sense to apply for as an amalgamation of multiple characters, rather than arbitrarily choosing one and designating the rest as NPCs. This is most common in cases where a pair of protagonists or a group of characters are presented with equal prominence and their dynamics with each other are the central focus. In these cases, where an applicant is applying for a duo or squad as a single bit, we expect that the entire duo or squad functions at exactly the level of one PC ''when all constituent members are participating in something''. A gestalt of two characters is effectively half a character if only one is present and doing something. The bit just plain does not have access to the abilities of characters who aren't present, Likewise, '''all individuals in the gestalt must be represented in the bit's Trouble'''; it is not acceptable to tactically exclude members from a situation in which a Trouble might be tripped. The entire gestalt has one amalgamate "life bar" and/or resource pool like any PC.<br />
<br />
'''On Force Fields and Energy Shields:''' Personal barriers that block incoming damage are common fixtures; a skintight energy shield from a high-tech suit of armor, a mental force field bubble projected by a psychic, or a barrier of magical energy summoned around a wizard to protect himself. These Advantages are okay to apply for, but require some extra consideration when portraying them on MCM.<br><br />
When these Advantages are played, we '''require''' that taking significant damage incurs some kind of strain as a result, so the conceit of force fields completely shutting down damage and guaranteeing the character's safety up until their arbitrary failure point doesn't work out. The armor has a shallow shield with a fast recharge that accrues repeated spillover, the psychic taxes their mental reserves, the wizard takes magic burn damage, etc. Essentially, players don't get to decide on a point of "okay, ''now'' this enemy/hazard matters to me".<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
On a related note, '''there is no such thing as Advantages that implicitly exist'''. Robot NPCs don't confer a free version of Skill - Computers because "logically the character should be a computer wiz to make robots".<br />
<br />
<br />
----<br />
<br />
[[Category:News File]]</div>Relianthttp://multiversemush.com/mw/index.php?title=Advantages&diff=16395Advantages2020-02-18T02:46:15Z<p>Reliant: /* Advantages A-K */</p>
<hr />
<div>__toc__<br />
<br />
=What Advantages Are=<br />
<br />
The Advantages system here is how MCM represents the nearly infinite number of potential powers, assets, abilities, and skills that characters can bring to a game like ours. Rather than require that players write up a pitch for all the things they want and ask staff "please", or detailing out an incredibly crunchy mechanical system instead, MCM concerns itself with two things:<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
Using the framework below, a player maps out the major things that the character can do, in the sense of "stunts", "special actions", "contextual buttons", etc. irrespective of the means by which the character accomplishes them. As long as those check out with the system, the details, description, and flavor they want are all basically free.<br />
<br />
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.<br />
<br />
==Advantage Structure==<br />
<br />
The central resource and metric of the Advantage system is a character to character value called Pips (●s). Each character has a total number of Pips to divide up amongst all of their Advantages, which determines how many they have, and how potent each of them is. Pips don't strictly represent "Advantage power", but rather indicate where the character's focus is, which Advantages are most important, and how much narrative impact they have. That is to say, a titanic dragon character who easily can throw boulders around, but only invested one Pip into their super strength, has less scene-solving, strength-related clout than a Captain America who put in three, and they would be a narrative underdog in a test of raw strength between the two, through whatever clever or heroic lens the latter devises. To help get the idea of how many Pips buys what, the rough guideline is:<br />
<br />
●: 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.<br />
<br />
''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.''<br />
<br />
●●: 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.<br />
<br />
''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.''<br />
<br />
●●●: 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.<br />
<br />
''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.''<br />
<br />
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.<br />
<br />
''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.''<br />
<br />
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.<br />
<br />
''Note: In as far as MCM tracks any kind of mechanical Advantage resolution, hard policy is that '''all problems within the scope of a scene are three Pip-resolvable at most'''. Advantages past three Pips are '''always "extra"'''; the only new functionality they enable is self-starting, out of scope ideas.''<br />
<br />
''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.''<br />
<br />
<br />
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.<br />
<br />
A character cannot have more than '''6''' ● Advantages, more than '''6''' Incidental Advantages, less than '''3''' or more than '''8''' ●●●+ Advantages.<br />
<br />
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.<br />
<br />
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 ●●●.<br />
<br />
In addition to its Pip rating, all Advantages are given descriptive text, referred to as trappings. The trappings of an Advantage are basically the free space in which a player describes the traits/powers/items/skills/assets/etc. that the Advantage comes from, and gets to talk about what the Advantage looks like and how it works. There are a few rules that must be followed when writing Advantage trappings <link to the section>, but otherwise, the player can write whatever they like.<br />
<br />
==Applying for Advantages==<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
Trappings should also keep in mind language appropriate to the Advantage's level. Describing being a "Peerless master swordsman, unmatched by any man" on a ● Advantage is self-evidently dumb.<br />
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''.<br />
<br />
An Advantage marked '''Protected''' is an Advantage that guarantees a certain amount of extra player leeway on the receiving end, due to being recognized as having the potential to be highly dictatorial, invasive, or un-fun when given the fullest possible weight of our "something happens is better than nothing happens" policy. When Protected-marked Advantages are used on a PC, that player is never obligated to provide anything more than "something to work with", if appropriate, as a result; pressuring a player to accept all intended consequences of the Advantage can be considered abuse.<br />
<br />
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 ●●●.<br />
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=Advantage Formatting=<br />
<br />
A complete Advantage grouping looks like:<br />
<br />
Black Magic:<br />
<br />
Black Mage is a career expert in wielding destructive and debilitating magic, using elemental attacks and status to destroy his foes.<br />
<br />
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.<br />
<br />
Debilitation:** In addition to damage, Black Mage can use the elements to weaken and hinder foes, such as lingering burns with fire, slowing cold auras with ice, brief stuns with lightning, etc.<br />
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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.<br />
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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.<br />
<br />
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''.<br />
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==Minimum Expectation==<br />
<br />
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.<br />
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==Non-Advantages==<br />
<br />
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.<br />
<br />
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.<br />
<br />
==Redundant Advantages==<br />
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.<br />
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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.<br />
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=Advantages A-K=<br />
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'''Advantages A-K'''<br />
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{| class="LogTable"<br />
|- class="LogRow"<br />
! class=HeaderCell | Designation<br />
! class=HeaderCell | Trappings<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Adaptation'''<br />
{{!}} class="LogCell" {{!}} The character is less affected by the hazards of hostile environments, such as hard vacuum, crushing pressure, lethal heat or cold, deadly radiation, etc. or specific exotic threats ambient to a locale, like Toukiden's Miasma, the Abyss of Dark Souls, or the Wyld from Exalted.<br><br />
'''Required:''' What kinds of environments the character can mitigate. This list should be comprehensive, and not implicit, wherever possible.<br><br />
'''Investment:''' A broader range of environments, and/or greater protective strength against them.<br><br />
'''Related:''' Adaptation confers protection, not capability. You still require '''Flight''' to fly through space, '''Mobility''' to burrow through desert sand, etc.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Analysis'''<br />
{{!}} class="LogCell" {{!}} The character can examine targets of their attention and gain useful information about them that wouldn't normally be discernible. High tech scanners, psychometry, and detection spells are obvious examples, but things like determining someone's recent activities by smell or instantly analyzing a robot with intuitive genius are also valid ones.<br><br />
'''Required:''' What targets are valid for Analysis (people, machines, landmarks, etc.) and what information they get from them (functions, elemental alignment, origins, weaknesses, etc.).<br><br />
'''Investment:''' Information of greater breadth, detail, and/or obscurity.<br><br />
'''Related:''' Analysis is a targeted examination of something. To pick up on cues inherent to the locale, see '''Extraordinary Senses'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Anti - Power Genre'''<br />
{{!}} class="LogCell" {{!}} The character can dampen, counter, nullify, or otherwise interfere with the use of some kind of power in their presence. Counterspells, disenchantment, teleportation shields, psionic suppression fields, etc. are common examples.<br><br />
'''Required:''' A well-defined "genre" of power that this Advantage applies to which is significantly more specific than universal catchalls like "magic" or "technology", and at least implicitly how another character would get around it (for instance, moving out of a suppression field).<br><br />
'''Protected:''' Always.<br><br />
'''Investment:''' Stronger interference.<br><br />
'''Related:''' This Advantage interferes with other actors using their powers, and does not personally protect the character from being affected. See '''Resistance''' for personal protection.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Arsenal - Melee/Ranged/Named'''<br />
{{!}} class="LogCell" {{!}} The character has one or more attacks, whether through weapons, magic, technology, natural abilities, or special techniques, that are specialized to them and likely unusually powerful or complex when compared to the arsenals of combat characters of their theme archetype. The character may have a short list of favored or iconic attacks, or even just one or two that are extra important, but the idea is that the character has some degree of special emphasis on a narrow selection of them. The character is presumed to be competent enough in using them to make them effective in combat, but mainly, these specific attacks are either extra powerful and damaging for an attack of their rating, or they possess some complex and dangerous form of delivery mechanism, damage type, special gimmick, etc. The narrower the range, the more powerful the individual attack sources can be, or the more elaborate the gimmick.<br><br />
'''Required:''' A clearly defined and limited selection of damage-dealing abilities. They should be described as inclusively as possible, instead of using implicit bounding. Many different sources of the same kind of attack, such as many different guns that all shoot the same homing trickshot smart bullets, are fine as long as the attack itself is defined.<br><br />
'''Credit:''' ● to an Arsenal - Melee if the character possesses at least ●● Arsenal - Ranged, or ● to Arsenal - Ranged if the character possesses at least ●● Arsenal - Melee.<br><br />
'''Investment:''' More powerful or more complex special attacks.<br><br />
<br />
'''Arsenal - Melee''' strictly contains attacks that are used in close range combat, with some extra leeway in how they're utilized as a close combat stunting ability.<br><br />
<br />
'''Arsenal - Ranged''' can contain attacks that work at long range, but are strictly damage delivery mechanisms and nothing else, however fancy or complex they are.<br><br />
<br />
'''Arsenal - Named''' may have only one major gimmick per Pip invested, and splitting it between gimmicks reduces each one's individual effectiveness.<br><br />
'''Related:''' Not every character that can fight will need Arsenal to represent it. The majority of characters lean on '''Combat Options''', which provides a very broad variety of many attacks for less Pips than Arsenal, though of less especial complexity, or '''Weapon Mastery''', which provides various manners of effective attacks and stunts that the chosen weapon or weapons could be used to pull off.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Bane - Target'''<br />
{{!}} class="LogCell" {{!}} The character is readily able to exploit the weaknesses, flaws, nature, or behaviors of a specific archetype of enemy. They might habitually carry specialist gear, such as silver bullets, garlic, cold iron, etc. or they might simply be an accomplished specialist at fighting a certain kind of foe, or in some cases, they might have some ability that reacts especially effectively with certain targets. A World of Darkness hunting urban supernatural evils with silver, fire, and True Faith is an example, as is Geralt of Riviera from the Witcher and his encyclopedia of tactics and poisons to use against monsters of folklore.<br><br />
'''Required:''' A clearly defined and coherent archetype of applicable enemy. There are examples further down the page.<br><br />
'''Credit:''' ● for no more than two Banes.<br><br />
'''Investment:''' More severe effects against the chosen enemy type, clearly in service of "fighting an enemy".<br><br />
Minimum ●<br><br />
'''Related:''' The trope kind of expertise that usually goes with the "monster hunter" archetype is easily represented with '''Analysis''' or '''Knowledge'''. A Bane doesn't give them special information about a target.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Buffs'''<br />
{{!}} class="LogCell" {{!}} The character possesses means to improve the the overall effectiveness of individuals or groups when engaged in certain tasks, whether through magic, science, psychic powers, supernatural leadership, etc. The targets (including the character) don't gain a specific new ability, but their efforts are enhanced directly, such as their combat efforts being enhanced by various attack and defense buffs, or their hacking efforts enhanced by a technopathic overclock, or magical efforts enhanced by the character serving as a magic battery or amplifier.<br><br />
'''Required:''' The specific arena(s) of effort the character can improve upon.<br><br />
'''Investment:''' More powerful buffs, and/or slightly broader applicable tasks.<br><br />
'''Related:''' The thing that fully gives other characters full Advantages is '''Share Powers'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Combat Options'''<br />
{{!}} class="LogCell" {{!}} The character possesses a variety of means with which to straightforwardly attack and deal damage, whether they be weapons, spells, natural abilities, psionic or elemental powers, etc. This Advantage can encompass very large numbers of different attacks and techniques at little cost, and is in fact intended to make it easy to buy up full lists of things like elemental blasts, firearms and explosives, etc. in one go, but its sole purpose is dealing damage. These attacks have no extra effects, and the maximum level of unique delivery or behavior they can come with is defined roughly at "a heat seeking missile" or "chain lightning". The character is presumed to be competent enough at using this Advantage to be an effective attacker.<br><br />
'''Required:''' A list of the types of attacks the character has access to, which need not be exhaustive, but must clearly indicate the limits of its thematic breadth and reach.<br><br />
'''Investment:''' A broader range of attack themes and types, and/or more powerful and impressive attacks.<br><br />
'''Related:''' Attacks with major gimmicks or heavy individual importance fall under '''Arsenal'''. Attacks that cause status effects will likely use or include '''Debilitation'''. Significant all-around skill with specific weapons or combat styles falls under '''Weapon Mastery'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Communication'''<br />
{{!}} class="LogCell" {{!}} The character can make themselves understood regardless of the entity they're speaking to, as long as it has the intelligence to process the concepts they are communicating. Likewise, the character can perfectly comprehend the closest thing to communication that their partner has. They may be able to apply this to written languages as well.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' This Advantage can only be purchased for ●<br><br />
'''Related:''' To intuit information that another entity isn't communicating, '''Mind Reading''' or '''Mental Intrusion''' is usually appropriate. Lifting information from things that don't communicate at all is usually doable with '''Hint'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Contract - Collateral/Exchange'''<br />
{{!}} class="LogCell" {{!}} The character can forge agreements with other entities that establish specific terms between them, by which violating them inflicts some sort of punishment, and/or succeeding provides some sort of reward Faustian bargains with devils, boons and curses granted by gods, or various magical geases, can fall here. The full workings of Contract are explained in [[Power Copy|this article]].<br><br />
'''Required:''' ●<br><br />
'''Maximum:''' ●●●<br><br />
'''Protected:''' Always.<br><br />
'''Investment:''' More Contracts active at once, and more potential positive effects.<br><br />
'''Related:''' The means by which a character can always give out as many benefits as they want, provided they are at the scene itself, is still '''Share Powers'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Conveniences'''<br />
{{!}} class="LogCell" {{!}} The character has access to one or more convenient gadgets or powers that make their life a little easier, defined as not being significantly more potent than "what a middle-class citizen of New York would carry on their person", such as having telepathic communication instead of a cellphone, or an eidetic memory for Google search-type trivia instead of a laptop.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' The Advantage can only be an Incidental Advantage. It's little more than a flavorful and occasionally very niche twist on Non-Advantages.<br><br />
'''Related:''' Having casual access to normal items of a significant grade of utility frequently entails '''Wealth''', or an associated '''Skill''' with which it'd be used, such as a '''Skill''' in medicine to have automatic access to professional medical equipment as a prerequisite.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Cure'''<br />
{{!}} class="LogCell" {{!}} The character can treat others to heal or dispel harmful abnormalities and afflictions. These afflictions may be physical, but also possibly mental or magical, like dispelling curses or curing madness. Curing someone doesn't treat the basic effects of "taking damage", beyond perhaps pain. Final Fantasy' Esuna spell and Pokemon's status clearing items are examples.<br><br />
'''Required:''' The scope of the variety of abnormalities and afflictions the character can cure. This may be a little open ended by necessity, but must be clearly limited.<br><br />
'''Investment:''' A greater breadth of curable maladies and/or greater efficacy in curing severe ones.<br><br />
'''Related:''' If you're looking to heal someone from the damage they've taken, '''Healing''' is it. If the character themself shrugs off status effects on their person, see '''Immunize'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Debilitation'''<br />
{{!}} class="LogCell" {{!}} The character can inflict detrimental effects and adverse conditions on others to disrupt and hinder enemies. Video game-style debuffs, paralysis, freezing, etc. easily fall here as the most generic example, but things like pressure point strikes, riot control tools, various drugs and poisons, physic hallucinations, gravity or slow fields, or even tabletop spells like magically sticky floors, are solid examples of this Advantage, as a broad catchall.<br><br />
'''Required:''' The overall thematic of the debilitating effects the character inflicts, with clear bounding.<br><br />
'''Investment:''' Greater variety and/or potency of effects.<br><br />
'''Related:''' An effect that would take someone completely out of an interaction, like "realistic" paralysis, strictly falls under '''Incapacitation'''. For something that directly suppresses a specific kind of power, see '''Anti'''. Though generic "poison" or "burn" conditions can appear here, they tacitly acknowledge that they can't seriously injure someone on their own, and exist as a complication; '''Combat Options''' or '''Arsenal''' would deal real damage.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Deconstruction'''<br />
{{!}} class="LogCell" {{!}} The character has some tool or ability that selectively and concisely removes an element somewhere in a scene. Whether it's a D&D Rust Monster disintegrating a metal item, a Starbound Matter Manipulator breaking down terrain into raw components, a micro black hole spaghettifying the surroundings, a Magic the Gathering-style extraplanar banishment, or an angry god turning someone into a pillar of salt, a target that "fails the save" is just not in the scene anymore. Unlike hitting something with enough damage to break it, it's fairly unlikely that the target is salvageable in any major way.<br><br />
'''Required:''' N/A<br><br />
'''Protected:''' Possessions of consequence belonging to PCs. Being used on another PC will result in a harmful attack, if appropriate.<br><br />
'''Investment:''' The ability to affect more important/protected targets; taking a unique, powerful, big deal magical artifact straight off the table isn't a ● Advantage.<br><br />
Minimum ● There's absolutely no point to an Incidental Deconstruction.<br><br />
'''Related:''' Any kind of damage-dealing Advantage, such as '''Combat Options''', Arsenal''', an appropriate '''Weapon Mastery''', or perhaps even a relevant '''Skill''' such as for demolitions, can break or destroy something in a standard way.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Defensive Paradigm'''<br />
{{!}} class="LogCell" {{!}} The character has an unusual defensive ability or property that influences combat in a dynamic way. They might use precognition to defend against normally unavoidable attacks, reflect them back at other targets, cut through curses or brainwaves with a sword, share the pain of taking damage, negate the inertia of being hit, reverse time to retry a defense several ways, teleport through attacks, or any kind of specific, crazy gimmick that alters how a fight with them is fought.<br><br />
This Advantage doesn't make them passively harder to kill, like with armor or self-healing; it's a defensive stunt that is intended to be respected.<br><br />
'''Required:'''The nature of the defensive stunting, and in the case it can invalidate a very wide range of types of attack, a salient limitation; a character's defense button cannot work perfectly against everything until the player deems that it hasn't.<br><br />
'''Investment:''' An increased number of special defense mechanics up to the Pip rating of the Advantage, or a more extreme gimmick with greater reach and impact on a fight. An Incidental example works only on attacks that wouldn't be allowed to work anyways. An example any lower than ●●● cannot expect to work on "everything, unless".<br><br />
'''Related:''' There is a ton of overlap from a lot of different Advantages that could probably serve to fill the role of this one, depending on the example. '''Defensive Paradigm''' exists to bend the usual flow of combat a little in a cool and flavorful way, rather than have immense utility; someone with '''Teleportation''' who could already easily dodge the attack, is able to dodge by teleporting out of the way instead of ducking or diving, and someone with '''Speed''' and '''Weapon Mastery''' at a high level can parry bullets with a sword. Pick this one if the gimmick in question has a very narrow, strong, characterizing trick to it.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Disguise'''<br />
{{!}} class="LogCell" {{!}} The character can adopt the appearance and form of someone or something else, whether via expert makeup and impersonation, magical shape changing, holographic camouflage, etc. They don't gain or lose any traits or abilities; they are disguised to avoid suspicion, gain access to things, places, information, etc.<br><br />
'''Required:''' Who or what the character can disguise themself as.<br><br />
'''Protected:''' Impersonating another PC.<br><br />
'''Investment:''' More convincing and comprehensive disguises. A simple "alter ego" is usually only an Incidental Disguise, like Clark Kent putting his glasses and collared shirt on.<br><br />
'''Related:''' Adopting an appearance meant to hide the character from even being see is certainly a type of '''Stealth''' rather than being "disguised" as a bush or something.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Entry Methods'''<br />
{{!}} class="LogCell" {{!}} The character has extraordinary means obtaining entry to places they aren't supposed to go, by defeating or overcoming obstacles meant to keep them out and opening up a way in. Anyone can kick down a door or blow a hole in a wall; the character might instead pick locks, hack keypads, detect and dodge wires, fit through tiny spaces, precisely breach with controlled damage, or so on.<br><br />
'''Required:''' The general variety of security measures or obstacles, manmade or incidental, that the character can get past.<br><br />
Minimum ● If security is meaningful enough to require an Advantage, an Incidental Advantage won't do it.<br><br />
'''Investment:''' The ability to gain entry to harder to reach areas.<br><br />
'''Related:''' A character that simply goes right through walls would be looking for '''Intangibility''' instead. A character that gets into places by just leveling or making ways through any obstacles would be looking at '''Field Shaping'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Extraordinary Senses'''<br />
{{!}} class="LogCell" {{!}} The character is able to pick up on some sort of sensory "cue" or stimuli within a scene that would normally be undetectable, giving them extra information to work with. Sonar and infrared sensors, feeling vibrations through the earth like Toph Beifong from Avatar, picking out someone's appearance from listening to rain like Daredevil, the D&D "detect spells", fit the bill here.<br><br />
'''Required:''' What additional sensory acuity the character has. This usually entails an example of what they might pick up, though common knowledge and parlance like "night vision goggles" doesn't necessitate one. This cannot simply be declaring a target of choice and writing "I sense it"; being able to sense auras of evil-aligned magic is not the same as "I sense evil people". The sole exception is the common and generic "I can see ghosts".<br><br />
'''Investment:''' A greater range of extra sensory cues and/or heightened awareness of them.<br><br />
'''Related:''' This Advantage picks up an element of the scene that would otherwise go unnoticed (a "cue"). To get a bunch of new information about something the character is already aware of, see '''Analysis'''. This may and can result in an '''Extraordinary Sense''' making a character aware of a new cue, thus becoming a valid thing to analyze.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Field Shaping'''<br />
{{!}} class="LogCell" {{!}} The character has the capacity to radically reshape the nature of the area around them, whether in the literal sense by manipulating the terrain itself, destroying it with massive attacks, or creating structures, or by means such as flooding it, filling it with smoke, altering gravity, or using their Advantages as traps or obstacles.<br><br />
'''Required:''' How the character can influence the field, in a strongly bound way.<br><br />
'''Investment:''' A greater range of effects and/or alterations of greater scope.<br><br />
'''Related:''' The Advantages '''Arsenal''' or '''Combat Options''' can be used to create deadly hazards, while things like '''Debilitation''' can create tactically advantageous zones. '''Toughness''' might create large shields to protect others. '''Teleportation''' is often combined for the purpose of making portals or wormholes. Almost anything can be made an area effect, though largely indiscriminate in its use; not like '''Buffs''' or '''Share Powers'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Flight'''<br />
{{!}} class="LogCell" {{!}} The character can fly. Aerial flight or space flight are encompassed the same way under this Advantage, or both.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Greater control and range of flight. Not extreme speed. A minimum of ● is required to essentially negate the threat of heights.<br><br />
'''Related:''' Gaining greatly increased speed via flight still requires '''Speed'''. Stunting around difficult or hazardous terrain that would impede flight still requires '''Mobility'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Hacking'''<br />
{{!}} class="LogCell" {{!}} The character can access, utilize, and/or control secure computers and/or machines. This Advantage has broad utility when interacting with things that are ostensibly hackable, but is strictly limited to those things. The Major from Ghost in the Shell, Sombra from Overwatch, and Cortana from Halo, are examples of big users of Hacking.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Access to more secure devices and greater control.<br><br />
Minimum ●<br><br />
'''Related:''' Hacking of sapient mechanical entities still requires '''Mind Control''' or '''Mental Intrusion'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Hammerspace'''<br />
{{!}} class="LogCell" {{!}} The character can store and carry improbably large quantities of stuff on their person with ease. Things like bags of holding, video game inventories, and pocket dimensional storage fall here.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Hammerspace is usually an Incidental Advantage. Pips are only required for performing scene-altering stunts with the storage itself.<br><br />
'''Related:''' The idea of catching and reusing attacks is covered by '''Defensive Paradigm''' or '''Power Copy'''. The stuff usually inside the hammerspace itself still requires Advantages.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Healing'''<br />
{{!}} class="LogCell" {{!}} The character can heal injuries and damage sustained by people or creatures. This Advantage concerns "HP loss" and only strictly related symptoms. Targets are not necessarily required to be strictly organic.<br><br />
'''Required:'''N/A <br><br />
'''Investment''' More effective healing.<br><br />
'''Related:''' If the character heals on their own, or heals themself, '''Regeneration''' is needed. '''Cure''' is the Advantage for removing "status effects" or things like diseases.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Hint'''<br />
{{!}} class="LogCell" {{!}} The character has some ability they can invoke to gain useful information about their situation or a course of action. Future sight, divine inspiration, psychometry, talking with spirits, or plain super genius often fit here. As per its name, this Advantage essentially asks for information from a scene runner or fellow player. Since this Advantage isn't marked Protected, the player is always entitled to something helpful in the spirit of the Advantage, but not necessarily a highly specific or detailed piece of desired information. Hint is an active Advantage; it's not entitled to anything unless a player uses it.<br><br />
'''Required:''' An idea of where the Advantage can gain information and of what kind.<br><br />
'''Investment:''' More detailed information and/or a greater variety of appropriate situations.<br><br />
<br />
Minimum ●●● for obtaining information about things one or more scenes in advance.<br><br />
<br />
Minimum ● otherwise. Hint cannot be an Incidental Advantage.<br><br />
'''Related:''' To gain information about something of specific interest, look at '''Analysis''', which allows a character to target a scene element and learn desired details about it. To simply pick up on special cues within a scene, '''Extraordinary Senses''' may be appropriate.<br />
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{{!}} class="LogCell" {{!}} '''Illusions'''<br />
{{!}} class="LogCell" {{!}} The character can create convincing illusions of people, places, objects, or other things. Usually these are visual illusions, but they might apply to other senses too, like conjured sounds or phantom sensations. Holograms, psychic powers, illusion magic, or similar are commonly here. Illusions never affect their environment, nor people; they can only deceive or misdirect them.<br><br />
'''Required:''' The scope of what can be faked, and what can give them away.<br><br />
'''Protected:''' Impersonations of other PCs.<br />
'''Investment:''' Larger/more complicated/more convincing illusions that might deceive more senses.<br><br />
'''Related:''' Illusions can't be used to make a character or object simply disappear; this is a function of '''Invisibility'''. Likewise, though illusions might help greatly with sneaking, '''Stealth''' is still an applicable Advantage to put it to use, and to hide, maneuver, and accomplish tasks stealthily.<br />
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{{!}} class="LogCell" {{!}} '''Immortality'''<br />
{{!}} class="LogCell" {{!}} The character doesn't die, or at least doesn't stay dead, when fatally injured. Voldermot from Harry Potter, Alucard from Hellsing, Cell from Dragon Ball Z, and the Chosen Undead from Dark Souls, are examples of this Advantage in action. All Immortality on MCM requires a "Catch"; a set of criteria where the character can actually die for real, or is otherwise "not a Player Character anymore"; there is no infallible mortality on MCM.<br><br />
'''Required:''' The Catch, as well as information on where and when the character reenters play. Since this can sometimes be difficult to nail down, some examples of commonly accepted types of Immortality Catches are listed on this page.<br><br />
'''Investment:''' The Catch becomes more difficult to fulfill. Again, the list of Immortality Catches should give a good idea of what tier of relevance this has.<br><br />
Minimum ●, Maximum ●●●<br><br />
'''Related:''' Immortality means the character doesn't die, not that they aren't harmed. A character who gets back up with restored health right after being killed would need '''Regeneration''' to heal in combat time. A character that simply tanks through being killed, or reduces the damage of fatal injuries, could probably use '''Toughness'''.<br />
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{{!}} class="LogCell" {{!}} '''Imperishable'''<br />
{{!}} class="LogCell" {{!}} The character has little to no need for one or more things that are considered basic staples of survival, including food, water, sleep, etc. They may or may not also suffer from ageing at a highly reduced rate, or not at all. They might also not strictly require oxygen, but this Advantage doesn't protect against any breathing (or lack thereof) hazards.<br><br />
'''Required:''' Which basics the character is not affected by.<br><br />
'''Investment:''' Imperishable is always an Incidental Advantage.<br><br />
'''Related:''' The corner case of "not needing air" can only be significant defense against hazards with Advantages like '''Adaptation''' or '''Resistance'''.<br />
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{{!}} class="LogCell" {{!}} '''Immunize'''<br />
{{!}} class="LogCell" {{!}} The character can rid themselves of, or immediately shrug off, harmful abnormalities and afflictions. These afflictions might be physical, such as being paralyzed, poisoned, or diseased, but also possibly metaphysical, like resisting curses. This Advantage doesn't restore the character's health beyond the removal of the condition.<br><br />
'''Required:''' The scope of the variety of abnormalities and afflictions the character can cure. This may be a little open ended by necessity, but must be clearly limited.<br><br />
'''Investment:''' Greater resilience or purging of more powerful and/or varied status effects<br><br />
'''Related:''' In all ways, this Advantage is the self-affecting version of '''Cure'''. The same relations apply, such as needing '''Healing''' to gain back "HP" or restore damage.<br />
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{{!}} class="LogCell" {{!}} '''Incapacitation'''<br />
{{!}} class="LogCell" {{!}} The character has an effective and reliable means of subduing opponents with means other than physical harm, or which are at least minimally harmful. Incapacitation is meant to be for methods which are expected to be unusually effective, not just grabbing someone or hitting them with the blunt side of a sword and hoping it does the trick. Numerous examples include stun phasers from Star Trek, the tranquilizer guns and takedowns from the Metal Gear Solid games, magic such as The Sleep from Cardcaptor Sakura, Mid-Childan non-lethal magic from the Nanoha series, or "remove from combat" conditions such as Frog or Stone from the Final Fantasy series. While Incapacitation will often immediately remove minor NPCs from a scene, there is typically no such thing as instant incapacitation of a significant foe; hitting them with repeated applications or weakening them first should be expected, to adhere to sensible combat interactions.<br><br />
'''Required:''' A description of the state of incapacitation the character puts others in, and how it can be lifted, or roughly when it wears off by itself. The latter condition may be implicit in some cases.<br><br />
'''Protected:''' Making transformations to other characters.<br><br />
'''Investment:''' Dealing more "incapacitation damage", in terms of applying it more swiftly and reliably.<br><br />
'''Related:''' In some cases, it might be appropriate for a user of '''Weapon Mastery''' to pull off combat stunts that restrain or knock their opponent out without killing them, though probably still fairly harmfully, and only with a reasonably narrow category and with a reasonable Pip investment. '''Debilitation''' is a better source of weakening and impeding an enemy for an immediate advantage.<br />
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{{!}} class="LogCell" {{!}} '''Intangibility'''<br />
{{!}} class="LogCell" {{!}} The character can pass through solid objects without disturbing them. Typical ghosts do this a lot, though more specific examples are Kitty Pryde from X-Men, Fate/ series Servants or Exalted spirits dematerializing, or characters from games like Shadowrun or D&D using astral projections. Brief Intangibility may be used to stunt 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.<br><br />
'''Required:''' N/A<br><br />
Minimum ●<br><br />
'''Credit:''' ● if the character has Teleportation ●● or higher.<br><br />
'''Investment:''' The ability to pass through more "restrictive" or "defensive" objects. The physical characteristics, like density or weight, don't matter narratively. A ● Intangibility can't pass through a highly secure bunker, or escape a grapple from a skilled enemy.<br><br />
'''Related:''' If the character becomes intangible as a primary form of reducing or negating harm, '''Defensive Paradigm''', or possibly '''Toughness''', are appropriate.<br />
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{{!}} class="LogCell" {{!}} '''Intrusion Immunity'''<br />
{{!}} class="LogCell" {{!}} The character has partial or full resistance to effects that invasively influence or examine their thoughts and feelings. They might have special training, protective equipment, or just natural immunity, but regardless of the method, this Advantage is a hard "opt out" of dictatorially affecting what the character thinks or feels, or reading their thoughts or intentions. While MCM's policy still asks that this immunity not be outright disrespectful in nature; these spaces are already Protected, and so someone who has invested into this Advantage needs no further reason to block effects of the same tier or lower.<br><br />
'''Required:''' N/A, though it's encouraged to provide what the theme of the immunity is.<br><br />
'''Investment:''' Immunity to higher tier effects, from both PC and NPC sources.<br><br />
Minimum ● Maximum ●●●<br><br />
'''Surcharge:''' ●<br><br />
'''Related:''' In certain cases, it might be plausible to cure or shrug off "mental status effects" inflicted by mental influences, using specialized '''Cure''' or '''Immunize'''. 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.<br />
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{{!}} class="LogCell" {{!}} '''Invisibility'''<br />
{{!}} class="LogCell" {{!}} The character can conceal themselves in such a binary and effective way that it is no longer hiding or masking their presence, but that they just won't be found until they interact with something. The usual Invisibility is the visual kind, like provided by invisibility spells like in Harry Potter, optical camouflage like the Predator or Ghost in the Shell, or sometimes natural ability, like chameleonic skin, or superheroes like Toru Hagakure from My Hero Academia. Other forms however, like psychic invisibility compelled by the Silence from Doctor Who, the Stone Mask from The Legend of Zelda, or the Dummy Check Esper ability from a Certain Scientific Railgun, are considered to be the same effect.<br><br />
'''Required:''' N/A, though without further description, the invisibility is assumed to apply only to sight.<br><br />
'''Investment:''' Greater effectiveness, and possibly a greater range of senses affected. ● Invisibility will usually provide cover from individually unimportant but collectively meaningful NPC attention, or provide niche invisibility regarding a specific stunt or power of the character's. ●● Invisibility is presumed to be effective in concealing the character, has notable limitations that cap the character's ability to go wherever they place all the time, like subtle visual cues, a strict time limit, dispelling when attacking, etc. ●●● Invisibility is close enough to be flawless that its integrity isn't in question until the character engages in very obvious activities or suitably great effort is put towards discovering them.<br><br />
'''Surcharge:''' ● for ● Invisibility, ●● for ●● Invisibility, ●●● for ●●● or higher Invisibility.<br><br />
'''Related:''' Invisibility alone doesn't guarantee that a character can accomplish things stealthily or undetected. '''Stealth''' covers the major aspects of being genuinely sneaky, and Illusions still have their major use in misdirecting and deceiving people, which synergize with Invisibility if desired.<br />
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{{!}} class="LogCell" {{!}} '''Knowledge - Field'''<br />
{{!}} class="LogCell" {{!}} The character is exceptionally knowledgeable about a particular field that is concretely useful in solving scene problems or specifically advantageous in scene scenarios. In this case, it's the information itself that is the valuable tool, rather than a practical effect.<br><br />
'''Required:''' A category of Knowledge, and at least two specific examples of how the field is useful to the character in day to day RP circumstances. A sweeping and vague "knows a lot about a thing" won't fly; it has to have examples of an obvious impact.<br><br />
'''Investment:''' Broader and more detailed knowledge with greater practical impact.<br><br />
Minimum ● Trivially accessible knowledge is something any character can have.<br><br />
'''Related:''' A character cannot implicitly gain the use of another Advantage for having Knowledge. For instance, Knowledge - Computers doesn't give a character the use of Hacking, though a thin slice of shared effect space might exist. Carefully consider whether the character actually needs Knowledge to do the things they do, or whether it's simply an element of their background.<br />
|}<br />
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<br />
= Advantages M-W =<br />
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'''Advantages M-W'''<br />
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{| class="LogTable"<br />
|- class="LogRow"<br />
! class=HeaderCell | Designation<br />
! class=HeaderCell | Trappings<br />
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{{!}} class="LogCell" {{!}} '''Mental Intrusion'''<br />
{{!}} class="LogCell" {{!}} The character can broadly perceive, analyze, influence, and/or edit the mental attributes of other beings, whether their thoughts, feelings, memories, etc. This Advantage assumes the character can do this to a supernatural or superhuman degree, even if through mundane skill, rather than psychic control or super brain simulation.<br><br />
'''Required:''' What types of influence the character has with minds.<br><br />
'''Protected:''' Always.<br><br />
'''Investment:''' More powerful and/or flexible effects.<br><br />
Minimum ● Maximum ●●●<br><br />
'''Related:''' Mental Intrusion is the appropriate, fully subsidized space for characters who can both read and write to other people's minds. For characters with a narrower range, see '''Mind Control''' or '''Mind Reading'''; having just one of them costs less Pips than having both functions inherent in Mental Intrusion.<br />
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{{!}} class="LogCell" {{!}} '''Mind Control'''<br />
{{!}} class="LogCell" {{!}} The character can directly control the minds of others, or else influence their thoughts and feelings with such effectiveness and precision that it amounts to the same thing. The character might be able to completely control the actions of another, but they might also be capable of performing elaborate tasks such as implanting compulsions and triggers, creating false ideas or delusions, changing feelings regarding things, or erasing or editing memories.<br><br />
'''Required:''' An idea of which kinds of control the character has over minds.<br><br />
'''Protected:''' Always.<br><br />
'''Investment:''' More powerful mind control.<br><br />
Minimum ● Maximum ●●● including Credit.<br><br />
'''Credit:''' ●<br><br />
'''Related:''' Though it's possible to simply force a mind controlled entity to verbally divulge what they know, any information gained in this way is assumed to be much less clear, reliable, unbiased, or complete, not to mention less subtle, than by using '''Mind Reading'''. If the character possesses both abilities however, '''Mental Intrusion''' is intended to be the more cost efficient catchall.<br />
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{{!}} class="LogCell" {{!}} '''Mind Reading'''<br />
{{!}} class="LogCell" {{!}} The character can gain information about the thoughts, feelings, intentions, or mental characteristics of others. They might be directly reading the information out of their mind with psychic or magical means, but anything sufficiently intrusive, like simulating their thoughts with a supercomputer, or using superhuman intuition and psychology, amounts to the same effect. The Advantage allows for precise information to be easily and usually subtly obtained.<br><br />
'''Required:''' An idea of what information the Mind Reading extends to.<br><br />
'''Protected:''' Always.<br><br />
'''Investment:'''More far reaching and accurate information gathered.<br><br />
Minimum ● Maximum ●●● including Credit.<br><br />
'''Credit:''' ●<br><br />
'''Related:''' As with '''Mind Control''', the completed suite of mind influencing abilities between the two is inherently cheaper with '''Mental Intrusion'''. '''Mind Reading''' and '''Mind Control''' exist as a subsidized spaces for a character to do one or the other for less cost.<br />
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{{!}} class="LogCell" {{!}} '''Mobility'''<br />
{{!}} class="LogCell" {{!}} The character can adroitly navigate complex, dense, difficult, and/or hazardous routes by means of exceptional or enhanced movement ability. Parkour, diving, jump packs, wall climbing, grapnel hooks, water turbines, video game-style double jumps and air dashes, etc. Feats such as running across water, balancing on clotheslines, or clinging to ceilings, are within reach of Mobility of a suitable rating. Examples include Spider Man, Batman, and Catwoman, Mario and Luigi, Faith from Mirror's Edge, Genji from Overwatch, and almost any Wuxia theatre-type character.<br><br />
'''Required:''' The ways in which the character's mobility is enhanced. References to commonly understood ideas are acceptable shorthand, though ideally some form of example stunt should be included.<br><br />
'''Credit:''' ● if the Mobility contains water-related or aerial stunts and the character already possesses '''Water Prowess''' or '''Flight''' at ●●● or higher.<br><br />
'''Investment:''' Greater ability to mitigate or ignore the difficulties or perils of navigating obstacles, or movement abilities with a wider variety of applicable situations.<br><br />
'''Related:''' Mobility might help the character avoid various perils, but if they wish to, for example swim safely in lava instead of water, or at the bottom of the ocean they require '''Adaptation'''; another example is that if they take a high speed fall from parkouring at height, '''Flight''' or '''Toughness''' would be what it takes to not splat at the bottom.<br />
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{{!}} class="LogCell" {{!}} '''NPCs'''<br />
{{!}} class="LogCell" {{!}} The character bit has the use of one or more entities besides the named central character themself. These "extra" beings usually comply or cooperate with the character, though even if they are less than cooperative in-character, the player still has full and total control over them. In all circumstances, the NPC or NPCs are of lesser importance and relevance than the main character; the benefits of the Advantage are that these extra characters can be easily changed up, expended, or sent out to represent the character's interests, without extra limitations on the player's part. The restrictions are that NPCs can only have access to Advantages that are on the character's list, and that losing the NPCs must still amount to some kind of non-trivial consequence or setback to the character, depending on their rating.<br><br />
'''Required:''' The generalities of what the NPCs do and their thematic limits. A reader should be able to tell that Storm Troopers don't use the Force or swing around lightsabers.<br><br />
'''Investment:''' More powerful, effective, and generally relevant NPCs.<br><br />
● NPCs are at the level of mooks or extras. They can apply their abilities in limited situations and tackle minor problems in the character's stead, but overall they can't do much more than bog down another PC, limited to being a minor obstacle or inconvenience. Blobs of generic Stormtroopers, red shirts, or workmen are example. Losing them is a minor setback and they are quickly replaceable.<br><br />
●● NPCs are comparable to a "miniboss" or themed specialists. Their abilities and personal resources are meaningful enough to solve significant problems for the character, and they're meaningful, serious obstacles to other PCs in a situation where they conflict. NPCs of this rating still can't reasonably expect to defeat a PC in combat or categorically outdo them in their area of expertise, but they can present a stiff challenge. R2-D2, or generic SOLDIERS from Final Fantasy VII are examples. They represent a significant amount of investment and are time/cost/effort intensive to replace when lost.<br><br />
●●● NPCs are roughly at the same tier as PCs. They are serious combat entities, have skills that can solve the central problems of scenes, and can overall expect to viably compete with Player Characters; they might in fact be stronger than the character that has the Advantage in some areas. They usually have some Advantages dedicated to fleshing them out. Ash Ketchum's Pokemon team, including Pikachu, is a prime example. Losing these NPCs is prohibitively costly to the character, and significantly diminishes their effectiveness until they can get them back in action or replace them.<br><br />
Maximum ●●● NPCs can't be completely stronger or better than PCs.<br><br />
'''Related:''' If the character's '''NPCs''' have extremely limited function, or are personally irrelevant but amount to one of the character's main abilities, it may be valid to replace them with the Advantage itself. Tiny spy drones might just be represented with '''Remote Viewing''', or exploding suicide summons might just be a part of '''Combat Options'''.<br />
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{{!}} class="LogCell" {{!}} '''Power Copy - Derivative/Mirror'''<br />
{{!}} class="LogCell" {{!}} 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.<br><br />
'''Investment:'''Minimum ●●●●●<br><br />
'''Surcharge:''' ●● for Power Copy - Mirror.<br><br />
'''Related:''' There is no particular Advantage that can be pointed out in relation to Power Copy. It's important to note, however, that most characters with Power Copy also have Advantages that consistently show up no matter who they've copied, and it's highly encouraged to buy these Advantages for the character themself, instead of relying on trying to have them copied at all times.<br />
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{{!}} class="LogCell" {{!}} '''Quantum Solution'''<br />
{{!}} class="LogCell" {{!}} The character can produce situational solutions to seemingly most or any problems they encounter, which are unique, one-off, or otherwise non-replicable in a practical sense. Think MacGyver-esque ingenuity, arbitrary mad science gizmos, absurdly flexible but situational magic, miraculous luck, etc. As per the name, the concrete solution essentially doesn't exist until it suddenly does; it doesn't sit around forever "not being used". Quantum Solution allows the character to produce a solution to a single, discrete obstacle or challenge within a scene; the form this solution takes and how effectively it solves the problem are at the discretion of the scene runner, though the once per scene use of the Advantage isn't used up in a situation where an agreement cannot be reached.<br><br />
'''Required:''' A strong theming for the nature of the Advantage. A character cannot produce solutions of infinite different thematics of infinite genres.<br><br />
'''Protected:''' Always.<br><br />
'''Investment:''' Quantum Solution is always ●●●●<br><br />
'''Related:''' No Advantages are strictly related to Quantum Solution, given that it is a once per scene golden ticket. If the character is more likely to simply solve problems with their given Advantages in clever ways, and figuring out how to do so is the hard part, '''Hint''' can be a good source of prompts.<br />
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{{!}} class="LogCell" {{!}} '''Regeneration'''<br />
{{!}} class="LogCell" {{!}} The character can heal their injuries and physical damage they've taken. They might do this passively over time, or by using special healing spells or techniques on themself. This Advantage concerns "HP loss" and only strictly related symptoms.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' More effective healing.<br><br />
'''Related:''' If the character is able to heal other people with their powers, they require '''Healing''' to do so. '''Immunize''' is the Advantage for purging or shrugging off "status effects" done to the character.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Remote Manipulation'''<br />
{{!}} class="LogCell" {{!}} The character can physically manipulate objects at long distance, as by telekinesis, elemental manipulation, magical puppet strings, sticking their hands through tiny portals, etc. This Advantage is always a form of utility, covering practical tasks that can be accomplished with physical manipulation, or using physically oriented Advantages the character possesses at a distance; it is typically not an effectual substitute for an Advantage the character doesn't have. The default assumption is a type manipulation commensurate with the character using their hands, but things like water or sand or fire will obviously default to a more abstract representation.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' More precise and varied manipulation at distance.<br><br />
'''Related:''' If the character's remote abilities vastly exceed their normal physical parameters, '''Strength''' or '''Superhumanity''' are necessary picks, such as to crush cars with the character's mind. Things like telekinetic flight and barriers are entirely different Advantages, such as '''Flight''' and '''Toughness'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Remote Viewing'''<br />
{{!}} class="LogCell" {{!}} The character can look into places far away from them without being physically present, usually for the purposes of surveillance. This can be very mundane, such as with cameras and microphones or drones, or with fantasy equivalents like crystal balls, Scrying spells, and sense-linked familiars, to name some.<br><br />
'''Required:''' A criteria that determines valid places for the character to view, as opposed to "the entire Multiverse."<br><br />
'''Protected:''' Spying on PCs without their knowledge.<br><br />
'''Investment:''' Longer viewing range, greater penetration of security, and/or greater awareness of a viewed place or multiple viewed places at once.<br><br />
'''Related:''' Remote Viewing itself doesn't guarantee that nobody knows the character is looking in; the default assumption is that other characters can become aware that they're being watched without anything special. '''Stealth''' would apply to this kind of Remote Viewing, or laterally, '''Invisibility'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Repair'''<br />
{{!}} class="LogCell" {{!}} The character can fix damaged or broken things up to a usefully functional state, far more quickly and effectively than would be possible with simple access to parts, plans, and time. They may just be implausibly effective with mundane repair methods, like a super mechanic or arbitrary mecha repair junkie, but oftentimes sci-fi nanobots or repair rays are involved like Eclipse Phase or Starbound, or else supernatural abilities like Josuke's Stand, Crazy Diamond, from Jojo's Bizarre Adventures.<br><br />
'''Required:''' A metric by which Repair is more limited than "any object fully and instantly."<br><br />
'''Investment:''' Faster, more complete, more varied repairs.<br><br />
'''Related:''' Repairs don't fix people. Even mechanical people. That requires '''Healing''', '''Regeneration''', '''Cure''', or/and '''Immunize'''. In some cases '''Resurrection''' might be appropriate, like bringing a dead robot or AI person back online.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Resistance - Source'''<br />
{{!}} class="LogCell" {{!}} The character has an unusually high resilience to, or preventative measure against, a specific type of harmful or unwanted influence. A D&D red dragon's resistance to Fire, a Fate/ Servant's resistance to magecraft, a robot's resistance to poison, etc. This Advantage has variable usefulness against PC Advantages, but not simple PC means; Resistance - Fire works normally against a PC pickup up a torch or opening a nearby lava floodgate, but sharply gives way against a PC who manipulates or shoots fire. The amount to which it falls off vs PC Advantages largely depends on the PC's access to arbitrary equivalents. It's understood to be a dick move for a wizard with every element to slam Rubicante with fireball over and over again, but an Avatar Firebender is free to borderline ignore it completely, given that fire is their number one interaction method. Protected effects are always valid to hard resist.<br><br />
'''Required:''' N/A. See some examples of valid categories in the appropriate section.<br><br />
'''Credit:''' ● if the Resistance is against damage type and the character has Toughness at ●●● or higher, or if the Resistance is against an ambient factor and the character has Adaptation at ●●● or higher. The Credit applies to no more than two Resistances.<br><br />
'''Investment:''' More powerful resistances.<br><br />
'''Related:''' A Resistance cannot provide its complete effects vs environmental factors unless it is narrowly categorized against one specific factor, such as Resistance - Acid allowing the character to dip into a vat of acid. In almost all cases, '''Adaptation''' is still a necessary Advantage to deal with hazardous environments. If the character has a wide variety of specific elemental resistances, a high-rated '''Toughness''' with simple written caveats that it applies more to some elements than others, is much more appropriate. Any Resistance that would be covered by '''Intrusion Immunity''' requires that Advantage instead.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Resurrection'''<br />
{{!}} class="LogCell" {{!}} The character can bring people back to life. Period. If they were dead, they aren't anymore. These people come back with all the functionality of their living selves, even if not necessarily in exactly the same shape.<br><br />
'''Required:''' Some criteria under which a dead character cannot be resurrected. Resurrection cannot be universally applicable on every random skull a character finds in a dungeon or name they find on a grave marker, because of how unduly laborious it is for scene runners to constantly fabricate NPCs out of nothing.<br><br />
'''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.<br><br />
Minimum ●●●●<br><br />
'''Surcharge:''' ●●●<br><br />
'''Related:''' Resurrection is absolutely not needed to revive, and in fact does not work on, a character who is merely "defeated", dying, or in critical condition. It may apply to, but is not strictly necessary for, characters who are "clinically" dead but still possible to save with ordinary medical attention. Since Resurrection only works on other characters, if the character who possesses it can come back to life, they require '''Immortality''' to do so.<br />
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{{!}} class="LogCell" {{!}} '''Skeleton Catch'''<br />
{{!}} class="LogCell" {{!}} The character can kill people dead full stop. They automatically fulfill the Catch associated with any form of Immortality, and the limitations of any form of Resurrection, unless they choose not to. This Advantage is an explicit exception to the notion that no Advantage automatically trumps another (though in reality, the existence of condeath typically means it's little more than a theoretical threat to other PCs). Examples are pretty rare, along the lines of Sekiro's Mortal Blade, Star Butterfly's killing spell, or the First Hassan from Fate/Grand Order.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Skeleton Catch trumps Immortality of the same Pip rating or lower. ●●● Skeleton Catch trumps Resurrection. Since NPCs don't use the Advantage system itself, ● kill NPCs that come back to life as a gimmick, ●● kills NPCs that come back to life as a major plot obstacle, and ●●● kills NPCs that essentially aren't killable without a plot.<br><br />
Minimum ● Maximum ●●● Obviously, lower or higher ratings than these aren't meaningful.<br><br />
'''Related:''' If you don't know what a Catch is, read '''Immortality'''.<br />
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{{!}} class="LogCell" {{!}} '''Skill - Field'''<br />
{{!}} class="LogCell" {{!}} The character is exceptionally skilled in an area of expertise whose practical applications are not wholly or mostly encompassed by another Advantage, and is useful enough to frequently have Advantage-worthy applications under various circumstances. The skill cannot grant the character use of other Advantages implicitly; Skill - Programming doesn't grant free '''Hacking'''.<br><br />
'''Required:''' A category of Skill, and at least two specific examples of how the skill is useful to the character in day to day RP circumstances. The category must be something grounded in reality. Skill - Magic isn't valid; "does magic" could mean anything.<br><br />
'''Investment:''' Greater capability to accomplish difficult tasks<br><br />
'''Related:''' This Advantage is a sort of mirror of '''Knowledge''', for relatively mundane but important learned attributes a character has which are academic rather than applied. Unusual skills with weapons or vehicles fall under '''Weapon Mastery''' and '''Vehicle Mastery''' respectively.<br />
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{{!}} class="LogCell" {{!}} '''Share Powers'''<br />
{{!}} class="LogCell" {{!}} The character can grant the use of one or more of their Advantages to other characters, such as by handing out equipment, bestowing magical enhancements, giving out blessings, synchronizing minds, etc. Having this Advantage means the character is able to provide others in the same scene with the benefits of any of their other Advantage Points of the same Pip rating or lower. The way that the Advantage looks in someone else's hands may change radically, but it functionally performs by the same limitations. Advantages are only shared during the same scene; the character can't lend out Advantages when they aren't around, or on a permanent basis (that would be covered by an Upgrade Application). Any Advantage with a Surcharge that is shared requires that the beneficiaries act in concert with the sharer; characters that are the recipient of Advantages like Teleportation or Invisibility can't all run off and use it for their own ends separately.<br><br />
'''Required:''' A description of the form in which the character shares their Advantages, usually defined as a broad thematic, like mad science gadgets or magical enchantments.<br><br />
'''Credit:''' ● if he character already possesses Contract at ●● or higher.<br><br />
'''Investment:''' Being able to share Advantages of an equal or lower Pip rating.<br><br />
Maximum ●●●<br><br />
'''Surcharge:''' ● if the character wants to be able to share a 4 or 5 Pip Advantage. This still requires ●●●.<br><br />
'''Related:''' Any Advantage listed as an invalid target of '''Power Copy''' cannot be shared by this Advantage. Having this Advantage obviates the need to take versions of an Advantage that exclusively effect the character or other characters, such as both '''Healing''' and '''Regeneration''', or '''Cure''' and '''Immunize''', at the same time; sharing '''Regeneration''' is healing another, sharing '''Healing''' with yourself is regenerating yourself. Strictly speaking, it's possible, though very rare, to make any valid Advantage explicitly affect only other people, in which case this works in the same way as the above. If the character wishes to divulge material to others on a large scale and/or semi-permanent basis, '''Wealth''' is required to do so.<br />
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{{!}} class="LogCell" {{!}} '''Speed'''<br />
{{!}} class="LogCell" {{!}} The character can act and/or react at speeds far beyond normal human capability. They might move at tremendous speed, such as with Sonic the Hedgehog, they might have incredible reflexes and mental speed, such as Wrath from Fullmetal Alchemist, or do pretty much everything at super speeds, like the Flash reading books or building walls in seconds. At least a small investment usually applies to extremely fast vehicles.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Greater potency of character speed. There isn't a hard scale on how fast a character can move or react with this Advantage, but it's loosely understood that a higher investment means that the character is faster than they would be with a lower investment; ● Speed doesn't get supersonic parkour.<br><br />
Minimum ●<br />
'''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.<br />
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{{!}} class="LogCell" {{!}} '''Split Actions'''<br />
{{!}} class="LogCell" {{!}} The character is able to split their attention, physically as well as mentally, to the ends of pursuing several different major courses of action at the same time, possibly even in different places. This can apply to character bits that are made up of multiple entities (though far from a majority of them), but also characters that create doubles or projections. For example, the typical JRPG party is rarely ever applicable, pretty much always sticking together and tackling the same objective, but a super AI forking its brain to be in a bunch of places, manipulating different systems, always is.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' By default, MCM expects that each player in a scene is getting One Big Thing done during each of their pose rounds, and doesn't allow for someone posing twice as much to be in two places advancing two different objectives, effectively "doubling their attendance". This Advantage allows a character to do exactly that (though no more than two). They can gun down a horde of zombies while hacking a computer mainframe, or perform a magic ritual while building fortifications.<br><br />
'''Minimum:''' This Advantage is always ●●●<br><br />
'''Related:''' The NPCs Advantage covers the vast majority of characters having underlings, monsters, allies, drones, etc. Darth Vader's troopers succeed only when he's on screen with them to contribute his big deal presence.<br />
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{{!}} class="LogCell" {{!}} '''Stealth'''<br />
{{!}} class="LogCell" {{!}} The character is adept at getting around unseed and undetected. Their stealth might be enhanced by, or wholly created by, camouflage technology, magical silence, extremely small size, etc. This Advantage covers "doing things stealthily" as a whole, rather than just moving around unnoticed. Solid Snake, Altair from Assassin's Creed, Garret from the Thief Series, and James Bond are examples.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' More effective stealth.<br><br />
'''Related: The main boundary of Stealth is that someone could be alerted to the character with enough mundane effort. If it's presumed the character just won't be seen until they do something to affect someone or something, it's in the wheelhouse of Invisibility.'''<br />
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{{!}} class="LogCell" {{!}} '''Strength'''<br />
{{!}} class="LogCell" {{!}} The character wields physical strength far beyond normal human capabilities, to the point that feats of strength alone become a valid way to solve a wide variety of problems. This Advantage is usually the primary physical focus of the character, like with the Incredible Hulk, Shizuo Heiwajima, Suika Ibuki, or Herakles.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' A greater ability to stretch physical strength into a problem-solving device. There isn't a hard scale of how much a character can lift, break, etc. with this Advantage, but it's loosely understood that a higher investment means that the character is stronger than they would be with a lower investment; ● Strength doesn't flex tanker ships.<br><br />
Minimum ●<br><br />
'''Related:''' '''Speed''' and '''Toughness''' are essentially counterparts to this Advantage.<br />
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{{!}} class="LogCell" {{!}} '''Superhumanity'''<br />
{{!}} class="LogCell" {{!}} The character has some combination of strength, speed, reflexes, durability, and/or stamina well above the human norm. They may favor some physical characteristics over others, but this Advantage is intended to be a way of easily representing a character being "generically" all around superhuman, extremely common in anime/comics/manga/video games/etc. With characters like Goku, Superman, Dracula, Cloud Strife, etc.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' A greater extent of superhuman physical capability. This Advantage is roughly equivalent to half as many Pips in Strength, Speed, and Toughness.<br><br />
'''Related:''' To emphasize a particular attribute instead of a whole, "generic" package, see '''Strength''', '''Speed''', and/or '''Toughness'''. Having all three as a more expensive way of having even greater physical prowess is explicitly okay. Superhuman senses are covered by '''Extraordinary Senses'''.<br />
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{{!}} class="LogCell" {{!}} '''Survival Skills'''<br />
{{!}} class="LogCell" {{!}} The character is expertly capable at providing for themselves and others without infrastructure suited to providing for people. This Advantage usually represents a bundle of closely related skills in navigation, foraging, identifying and being protected from things strictly related to "living off the land", or else abilities that trivialize it, like creating food and clean water with magic<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' This Advantage is always an Incidental Advantage. PCs being stuck out in the wilderness for long periods of time is almost never going to be a relevant challenge.<br><br />
'''Related:''' For meaningful protection against serious environmental dangers, and/or environmental protection that allows the character to be useful (as opposed to hiding in a shelter), see '''Adaptation'''.<br />
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{{!}} class="LogCell" {{!}} '''Teleportation'''<br />
{{!}} class="LogCell" {{!}} The character can travel from point A to point B instantaneously (or close enough). A Wizard's teleportation spell, Nightcrawler's Mutant power, Chell's Aperture Science portal gun, Goku's Instant Transmission technique, Star Trek Transporters, or even characters summoned by their name or some other trigger, like Beetlejuice or Hastur, are some examples amongst many.<br />
<br><br />
'''Required:''' The limitations to where the character can teleport, essentially a description of why the character can't teleport "anywhere and everywhere in the Multiverse". The trappings cannot be written along the lines of the character "being so fast they move instantly", or else it's just sneakily describing Speed; Teleportation is strictly a transport Advantage.<br><br />
'''Investment:''' ● Teleportation is limited to instant travel to places within the character's immediate surroundings that they have the ability to access already, as a sort of "flash step" or similar. ●● Teleportation allows a character to go through most walls and obstacles, and get to most places in a scene, with some salient limitation to their destination. ●●● Teleportation allows basically unrestricted access to anywhere within a scene with only very minor limitations. 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.<br><br />
'''Surcharge:''' ● Teleportation has no Surcharge. ●● Teleportation has a ● Surcharge. ●●● Teleportation has a ●● Surcharge.<br><br />
'''Related:''' If the character can go through walls and such without instant travel, see '''Intangibility'''. If the character can do other things than "get to point B" seemingly instantly, you'll need '''Speed''' instead, and probably at a high investment. If the character creates wormholes or warp pads for a sort of persistent teleportation, you'll want '''Field Shaping''' to place teleportation features into a scenescape. Catching and/or redirecting attacks through little wormholes is likely going to be a use of '''Defensive Paradigm'''.<br />
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{{!}} class="LogCell" {{!}} '''Temporal Acceleraton'''<br />
{{!}} class="LogCell" {{!}} The character can cause other things to experience the passage of time at a highly accelerated rate. This could cause plants to grow, weapons to rust, animals to mature, concrete to dry, machines to work faster, etc. The degree of acceleration always depends on how meaningful it is for the acceleration to occur. Ageing a bottle of wine is trivial enough to be arbitrarily accomplished. Causing the reactor of a starship to run out of power so it falls out of orbit is a very significant, and thus very difficult, task.<br><br />
'''Required:''' N/A<br><br />
'''Protected:''' When applied to PCs or their possessions as per Deconstruction.<br><br />
'''Investment:''' Applicability to more narratively impactful targets.<br><br />
'''Related:''' Temporal Acceleration does not equate to super speed. Time-flavored speed boosts like Haste spells still require '''Speed''' or '''Superhumanity''', and '''Share Powers''' is required to lend the full weight to others. '''Buffs''' may be a substitute for generically increasing speed as part of an overall increase in competence.<br />
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{{!}} class="LogCell" {{!}} '''Time Loops'''<br />
{{!}} class="LogCell" {{!}} The character can create closed time loops with themselves, defined as an iteration of them from the future briefly returns to the present to assist them in some way, and then at the same point in the future, the character undertakes the same action of returning to the same point in the past. This is the only form of personal time travel that MCM naturally accommodates, as it involves no retcons or dependencies. The usefulness of the future selves depends mostly on how much "being further along the line" matters to the current situation; the character's future self might come bearing warnings of danger, solutions to puzzles, clues to a mystery, items recovered past the current obstacle, etc. Though this Advantage technically doesn't have Protected limitations, consulting with the scene runner is obviously necessary to know what the future self gets to access.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Minimum ●●●<br><br />
'''Related:''' While having no particular limit on its use, the wide variety of things that a time loop can accomplish are bounded very narrowly within the theme of "the progression of time being able to solve it". For a "silver bullet" to just about any challenge, see '''Quantum Solution''', which contains a maximum use of once per scene.<br />
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{{!}} class="LogCell" {{!}} '''Time Stop'''<br />
{{!}} class="LogCell" {{!}} The character has the ability to stop time, or else somehow act instantaneously, outside the bounds of "super speed", differentiated by the presumption that the character is taking an actions that usually resolve first and are followed second at great difficulty, rather than applying the "super fast" adjective to their actions. While this Advantage doesn't technically have Protected limitations, adherence to the basics of our Advantage policy implicitly limits its ability to behave dictatorially on other players.<br><br />
'''Required:''' N/A. We leave it up to the player to define what means or mechanic it is that guarantees other PCs "a save", as per our Intensity of Effect rules.<br><br />
'''Investment:''' Time Stop at a ● rating is strictly limited in what actions the character can use it for, amounting to a number of small stunts that exist in laterally related space to things like speed, reflexes, teleportation, special dodges, attack gimmicks, etc. The character might be unable to interact with the world, or only accomplish single motions, or skip time without getting to change what they started doing. Hit's initial appearance in Dragon Ball Super is a solid example.<br><br />
<br />
Time Stop at a ●● rating has considerable constraints on its use such that it's plausible to resist or contest it with mundane extra effort, awareness, and/or cleverness, or else it isn't very subtle or versatile, but is still a considerable advantage in any time-sensitive context. Nox from Wakfu, Esdeath from Akame ga Kill, the Time Clow Card, and most video game incarnations such as Devil May Cry or Bayonetta, fall here.<br><br />
<br />
Time Stop at a ●●● rating is a primary power wherein the stopped time is reliably and easily accessed with a full range of available actions, letting the character enhance most things they do. The enhanced actions are very difficult to keep track of or brute force past, and are a predominant gimmick added to interactions. Dio Brando from JoJo's Bizarre Adventures and Homura Akemi from Puella Magi Madoka, are credible examples.<br><br />
'''Surcharge:''' ●● for ● Time Stop, ●●● for ●● Time Stop, ●●●● for ●●● or higher Time Stop.<br><br />
'''Related:''' Time Stop, by its nature, overlaps with small sections of functionality from '''Invisibility''' and '''Teleportation''', but cannot seriously supplant them; the character cannot simply "be invisible" for any amount of time they're around, nor do they get from place to place with any extra convenience. Likewise, though a primary part of Time Stop's importance in fiction is skipping the process by which people can watch it the character do things and jump in to interrupt, what the character accomplishes isn't necessarily subtle in any way; '''Stealth''' is still required to do most major things "without anyone knowing it happened", instead of just "without anyone seeing the character do it".<br />
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{{!}} class="LogCell" {{!}} '''Toughness'''<br />
{{!}} class="LogCell" {{!}} The character can take much more damage than a human normally could. Whether they're naturally super tough, use strong armor, energy shielding, psychic or magic barriers, or just have a ton of metaphorical HP, what matters is that they can take a lot more damage.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Greater defensive strength.<br><br />
Minimum ●<br><br />
'''Related:''' For strong protection against narrow sources of damage, or things that aren't strictly damaging, see '''Resistance'''. If the character is "tough" because they're really good at defending themselves, likely see a '''Weapon Mastery''' or '''Defensive Paradigm'''. For powerful passive protection against environments, see '''Adaptation'''.<br />
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{{!}} class="LogCell" {{!}} '''Unlimited Activity'''<br />
{{!}} class="LogCell" {{!}} The character can keep expending their energy or resources on a task near or effectively indefinitely. They might have superhuman reserves of stamina that let them run or labor for days, a way to constantly gather infinite magic, a power source that can run devices for the foreseeable future, or even just an inexhaustible pile of ammunition and expendables.<br><br />
'''Required:''' The resource or resources the character has in abundance.<br><br />
'''Investment:''' Unlimited Activity is always an Incidental Advantage; the frame of time over which it's relevant exceeds a single scene, and is mostly flavor space.<br><br />
'''Related:''' If a character doesn't need even the bare basics of life to keep working, they require '''Imperishable'''.<br />
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{{!}} class="LogCell" {{!}} '''Vehicle Mastery - Type'''<br />
{{!}} class="LogCell" {{!}} The character has a considerable level of prowess with a certain kind of mount or vehicle. When in the saddle or behind the wheel, they can pull off a variety of expert maneuvers and stunts that wouldn't be possible for someone merely licensed. Obviously, the character is presumed to just have access to basic examples of the relevant ride.<br><br />
'''Required:''' The type of mount or vehicle the character is extraordinarily skilled with This Advantage is category bounded; one purchase covers a limited breadth of mastery. Look further down the page for some acceptable examples.<br><br />
'''Investment:''' Greater proficiency with the chosen mount or vehicle, including when accessing one that is part of the scene.<br><br />
Minimum ●. Nobody needs to justify driving a sedan to a store or riding a horse at a walk.<br />
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{{!}} class="LogCell" {{!}} '''Water Prowess'''<br />
{{!}} class="LogCell" {{!}} The character has extremely high effectiveness in all things regarding acting on or under the water. When swimming, diving, sailing, etc. water features have little bearing on them as a hazard or obstacle, whether from pressure, drowning, currents, or similar. This capability may extend to similar liquid obstacles, depending on rating though it won't protect them from the dangers of things like lava or acid.<br><br />
'''Required:''' N/A<br><br />
'''Credit:''' ●●<br><br />
'''Investment:''' Since one Pip is enough to gain a ●●● rating, investing beyond this point is only for consummate specialists, for mastering the most outrageous and unreasonable obstacles, performing the most improbable of stunts, or extending their prowess to less related liquid environments.<br><br />
'''Related:''' This Advantage represents an all in one package of everything related to water capability. If the character has incidental abilities surrounding traversing or navigating water, these can usually be part of a '''Mobility''' and/or '''Adaptation''', which are allowed to be broad and give the character other tricks as well. This Advantage provides the character no resistance against water-type attacks, which would be covered by '''Toughness''' or '''Resistance'''.<br />
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{{!}} class="LogCell" {{!}} '''Weapon Mastery - Type'''<br />
{{!}} class="LogCell" {{!}} The character has a considerable level of prowess with a certain kind of weaponry or certain combat style. Within their arena of expertise, they are capable of executing a variety of stunts and maneuvers outside the grasp of merely hitting and blocking. Obviously, the character is presumed to just have access to basic examples of the relevant weaponry. Their capabilities only extend to what could be accomplished with any example of the weapon; sword beams and hammer explosions aren't a form of mastery.<br><br />
'''Required:''' The type of weaponry or style of combat the character is extraordinarily skilled in. This Advantage is category bounded; one purchase covers a limited breadth of mastery. Look further down the page for some acceptable examples.<br><br />
'''Investment:''' Greater proficiency in the chosen weapons or style, including when picking up weapons that are part of the scene. An Incidental Weapon Mastery is nothing more than barebones proficiency, however, and even more "just for show" than usual.<br><br />
'''Related:''' A character who is nominally skilled at fighting with one or more weapons, but mostly just attacks straightforwardly with them, rather than stunting off of them, should get by fine with '''Combat Options''', or if they have a special technique or two, '''Arsenal - Melee''' and/or '''Arsenal - Ranged'''.<br />
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{{!}} class="LogCell" {{!}} '''Wealth'''<br />
{{!}} class="LogCell" {{!}} The character is unusually wealthy in a liquid sense; they have so much money to casually throw around that they can buy away a lot of problems on the spot, and bankroll large projects. Having access to items that are available to ordinary people, but are normally way too expensive, can be assumed to be part of this Advantage.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Greater wealth.<br><br />
'''Related:''' The character can likely bribe, hire, or pay off people for help on the scene, but for hirelings that the character usually or always has access to, you need '''NPCs'''.<br />
|}<br />
</div><br />
</div><br />
<br />
=Advantage Category Examples=<br />
<br />
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.<br />
<br />
==Bane==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| '''Modern Mythos Supernaturals''' -- Werewolves, vampires, zombies, famous regional monsters such as yeti or chupacabra, most ghosts, some instances of demonic possession, etc.<br />
<br />
'''Classical Folklore Monsters''' -- Gorgons, basilisks, sea serpents, banshees, hydra, faerie, most dragons, etc.<br />
<br />
'''Eastern Tradition Creatures''' -- Youkai, Ayakashi, spirits and gods of individual objects or locations, evil ghosts borne of improper burial, archetypes of Kitsune, Yuki Onna, etc.<br />
<br />
'''Undead''' -- Ghosts, vampires, liches, skeletons, zombies, various necro-horrors, etc. up to and including “technically dead” targets, such as zombies by lethal infection rather than necromancy.<br />
<br />
'''Mechanical Beings''' -- Cyborgs, androids, most robots, various forms of AI with relevant physical access, etc. Does not cover robots too simple to be called beings or that are clearly accessories, like a manufacturing arm or a tank.<br />
<br />
'''Divine Power Users''' -- Gods, demigods, avatars of such, typically all kinds of angel and equivalent divine servant, priests/clerics/shamans/monks, etc. that directly invoke a divinity’s power.<br />
<br />
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:<br />
<br />
'''Profane''' -- Creatures declared anathema by a primary divine power, and which are subjugated, harmed, or repelled, by divine power. Depending on theme, this could be almost anything. 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.<br />
<br />
'''Dragons''' -- If it’s a big, scaly, winged and tailed, flesh and blood creature, likely with some sort a damage dealing breath, it probably counts. It doesn’t matter whether it’s called a Drake or a Wyvern or a Lung or a Fell Beast; a dragon is a dragon is a dragon. Conversely, this sometimes might not apply to some entities that use the name “dragon” only in metaphor or homage, as clearly some kind of elemental or space god, or something like a dragon-shaped rock golem.<br />
|}<br />
==Immortality==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| Immortality is concerned with acceptable Catches rather than a category itself. Some unofficially named examples are:<br />
<br />
'''Extreme Overkill:''' The character is killed for good when hit with unreasonable amounts of firepower in a short period of time, essentially “killing them really really dead”. At ●●● they might need them to be completely obliterated. At ●● it caps out around grossly excessive violence that doesn't typically exist in accidents or fights. At ● it thwarts incidental or dubiously credible deaths that didn't have a serious attempt at following up ("nobody could have survived that fall").<br />
<br />
Cell from Dragon Ball Z, the Thing, and many iterations of Godzilla, are examples.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
The God Tier mechanics of Homestuck characters fall here, as well as the Undead from Dark Souls, or any number of characters that carries some kind of self-resurrection mcguffin.<br />
<br />
'''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.<br />
<br />
A massive list of classical monsters could go as examples, such as vampires and stakes to the heart, as well as the Highlander series, and every other boss from the Resident Evil series.<br />
<br />
'''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.<br />
<br />
Character examples include Voldemort from Harry Potter, 2B and 9S from Nier: Automata, and every single Lich ever.<br />
<br />
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.<br />
<br />
'''Proxies:''' The character works through expendable proxy forms instead of being physically present at the action. Usually, the canon Catch in this form of immortality is that the character has to be tracked down to their real location and killed in the flesh, but this isn't acceptable as the sole Catch on MCM, since someone has to exit the scene to do so. The character must be subject to some kind of sympathetic trauma from damage to the proxy, or the proxy must present a way for something to deal damage to the character through it. A ●●● example entails the proxies being expendable enough to repeatedly throw at a single danger. Fatal feedback would require killing multiple proxies, or inflicting as much extensive injury to one as possible before destroying it. A proxy link could be as narrow as uploading a tailored virus through a robotic body, or exorcising a character possessing someone. At ●● that feedback can be lethal if the proxy is damaged to an egregious extent, or a link might be more like electrically overloading a robot body, or destroying a homunculi's animating gem. At ● the proxy is only sufficient to prevent the character being killed under controlled or low-stakes circumstances, such as sent in advance into a dangerous unexplored room or to trigger a trap as a failsafe, and feedback ensures that they wouldn't want to do so more than once or twice per scene. A proxy link in this case would be as broad as "anyone meaningfully intend to kill the character behind the proxy, instead of just destroy the proxy and remove their involvement."<br />
<br />
Character examples include Neo from the Matrix, Motoko Kusanagi from Ghost in the Shell, and the Tenno from Warframe.<br />
|}<br />
==Knowledge==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| '''Computers''' -- Finding evidence of forced entry, learning how to operate unfamiliar systems, analyzing the capabilities of robots by their programming, tracking by someone’s internet activity, etc.<br />
<br />
'''Occult''' -- Knowing favored items to negotiate with spirits or things that repel them, resolving the unfinished business of a ghost, decoding ciphers in arcane texts, etc.<br />
<br />
'''Psychology''' -- Attempting to ascertain someone’s honesty, psychological profiling, finding the right approach in interrogation or negotiation, dealing with victims of traumatic events, etc.<br />
<br />
'''Tactics''' -- Anticipating an ambush, predicting an enemy’s movements ahead of time, reading into a goal or strategy through a group’s actions, picking naturally defensible places to build, etc.<br />
|}<br />
==Resistance==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| 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).<br />
<br />
'''Fire and Heat''' -- Immune: Natural heat such as the air of a desert or volcano. Forest fires, burning clothes, or a naturally occurring magma pool.<br />
<br />
Resistant: Flamethrowers, plasma guns, critical reactor heat, fire spells, stellar exposure, etc.<br />
<br />
'''Toxins and Disease''' -- Immune: Ordinary diseases and infections, and toxins that are “bad for you” but don’t have consequences that would manifest within a scene, asides maybe throwing up.<br />
<br />
Resistant: Supernatural or magical diseases or illnesses, curses of poor health, chemical weapons, weaponized viruses, animal venoms, lethal poisons, etc.<br />
<br />
'''Arcane''' -- Immune: Minor cantrips, mild hazard spells, pockets of wild magic, or Protected effects such as polymorphs or disintegrations.<br />
<br />
Resistant: Direct forms of arcane attack or impediment, like magic missiles, curses, explosive runes, binding spells, offensive teleports, etc.<br />
<br />
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.<br />
|}<br />
<br />
==Skill==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| '''Architecture''' -- Building useful structures, reinforcing existing ones to combat readiness, renovating a ruin into a home base, finding structural weak points for demolition, discovering secret rooms, etc.<br />
Mechanical Engineering -- Assessing the purpose of an unknown device, manually operating things like bridges, hangars, and generators, performing standard manual repairs, salvaging for useful parts, performing tuning, upgrades or restorations, etc.<br />
<br />
'''Scouting''' -- Tracking quarries, finding secret passages, discovering or making shortcuts, erasing tracks, picking up on environmental signs, etc.<br />
<br />
'''Spelunking''' -- Navigating, map making and reading, climbing and rappelling, squeezing through small spaces, reading air currents and natural signs, finding things in the dark, etc.<br />
|}<br />
==Vehicle Mastery==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| '''Aerospace Superiority''' -- Jets, combat planes, bombers, starfighters, VTOLs, etc. Works for equivalent flying riding animals such as pegasus knights, griffons, and dragon riders, etc. so long as air combat is happening. Would need an additional Point for exceptionally skilled ground riding.<br />
<br />
'''Air-Ground Support''' -- Helicopters, gunships, landing craft, space troop transports, etc. Likewise large, low-flying riding animals can work here, like dragon strafing runs.<br />
<br />
'''Watercraft''' -- PT boats, hovercraft, jet skis, speed boats, kayaks, amphibious vehicles, etc. Practically any marine creature significantly smaller than a whale.<br />
<br />
'''Fully Staffed Ships''' -- Destroyers, frigates, battleships, etc. of the water, space and air varieties. Riding equivalents are usually colossal war beasts or flying whales or the like.<br />
<br />
'''Automobiles''' -- Cars, trucks, ATVs, jeeps, tractors, APCs, armored vans, etc.<br />
<br />
'''Military Heavy Armor''' -- Tanks, APCs, self-propelled guns, drawn siege-engines, war elephants and similar big stompy monsters, etc.<br />
<br />
'''Single Riding''' -- Motorbikes, jet skis, snowmobiles, horses, etc. Most mounted ground combat could be covered.<br />
<br />
This Particular Advantage allows for extremely limited selections with broad roles, such as:<br />
<br />
'''Flying Cavalry Beasts''' -- Would allow solely for things such as pegasi, griffons, etc. but would cover all aspects of riding them, air, ground, support, dogfighting, mounted combat, etc.<br />
<br />
'''Humanoid Mecha''' -- Similarly, this allows for mecha combat in space, in the air, on the ground, etc. so long as it’s a giant metal person and acts like one.<br />
|}<br />
==Weapon Mastery==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| '''Polearms''' -- Spears, pikes, halberds, glaives, naginatas, polehammers, scythes, shock staves, etc.<br />
<br />
'''Chopping Blades''' -- Cleavers, axes, hatchets, halberds, machetes, etc.<br />
<br />
'''Heavy Strikers''' -- Maces, hammers, war picks, polehammers, clubs, batons, realistic flails, suitably sized improvised cudgels, etc.<br />
<br />
'''Modern Small Arms''' -- Typical rifles, shotguns, handguns, submachine guns, etc.<br />
<br />
'''Explosives''' -- Grenades, rockets, missiles, fuse and barrel bombs, cannonballs, etc.<br />
<br />
'''Hand-To-Hand''' -- Claws, powerfists, knuckle weapons, pile bunkers, etc. May include unarmed combat itself, or things such as knives used as CQC enhancers.<br />
<br />
'''Flexible Wire''' -- Whips, weighted chains, mono-wires, lassos, tentacle spells, etc.<br />
<br />
'''Martial Arts Sticks''' -- Various staves, escrima sticks, tonfas, nunchaku, three-section staff, etc.<br />
<br />
'''Mounted Heavy Weapons''' -- Missile launchers, miniguns, autocannons, ballistae, mangonels, etc.<br />
<br />
'''Archaic Hand-Powered Projectile''' -- Bows, crossbows, javelins, throwing knives, shuriken, etc.<br />
<br />
This particular Advantage allows for extremely limited selections with broad roles, or extremely broad selections with limited roles, such as:<br />
<br />
'''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.<br />
<br />
'''Personal Sniping''' -- Just about any weapon that could be used by an individual to believably engage in sniping, from marksman and anti-materiel rifles to longbows or lasers, but no matter what they use, any of these weapons will fill the role of “sniper”, with their other qualities mostly being perks and window dressing. The extreme focus affords a versatile selection of weapons in that role.<br />
|}<br />
<br />
=Rules on Trappings=<br />
<br />
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.<br />
<br />
==="Conceptual" and "Molecular" Terms===<br />
<br />
Advantages that work on a “conceptual” level cannot include said terminology in their trappings. Advantages have to explain what they actually do in clear terms, and utilizing "conceptual" language does exactly the opposite of this by reaching into abstract territory. “Molecular level control” is understood to be effectively the comic book equivalent of this.<br />
<br />
===The Et Cetera Rule===<br />
<br />
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.<br />
<br />
'''-Acceptable:''' “Black Mage has the magical power to fire blasts of elemental energy (fire, ice, lighting, etc.)” The “etc.” clearly indicates extra elements, but the magic itself has a clear and sufficiently narrow scope. Black Mage could shoot dark or water or earth element attack spells, but it doesn't expand on the utility of the Advantage, merely the VFX.<br />
<br />
'''-Unacceptable:''' “Doppelganger has the ability to completely transform his body into that of a different creature, such as a bear, spider, dragon, werewolf, android, etc.” The “etc.” has no clear bounding or obvious continuation. None of the listed examples are intuitively related, and the entry could spiral into turning into planet-sized space whales for all the reader knows.<br />
<br />
===Hard Numbers and Figures===<br />
<br />
In almost all cases, defining the limits of Advantages through specific, hard and fast numbers will result in being bounced back for revisions. MCM is not a roleplay where comparing statistics is very meaningful, and our Advantages system runs on narrative effectiveness, not power levels. Exactly how many tons a character can lift, how many kilometers per hour they can run, how many kilojoules their laser gun fires, etc. should not appear in Advantages. "Lift a semi truck", "sprint as fast as a car", or "melt holes in battle tanks" are useful and acceptable alternatives.<br />
<br />
===Meta Reference and Rules Restatement===<br />
<br />
Advantages should not be written so that their trappings reference the Advantage system as a meta entity. Dictating interactions with Advantages by their official names or Pip counts, directing the reader around an Advantage section like a wiki, reiterating universal rules on scope/range/etc. is either making pseudo-policy calls, or already implicit in it being on MCM at all.<br />
<br />
=Advantage Policy=<br />
<br />
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.<br />
<br />
'''Non-Player Characters Don't Have Advantages:''' The Advantage system is the core method for PCs to interact with each other and RP as a whole. The many entities that will exist as fixtures of scenes do not adhere to, or benefit from, the same system. NPCs (not the Advantage) abstractly have "whatever abilities are good for the story and fun", and can't enforce things like Skeleton Catch or Power Copy, nor do they possess meaningful tiers of things like Resistance or Anti - Power that trump or cede to characters mechanically. Sometimes this means that plot entities can exceed parameters normally available to PCs for the sake of a story, but never as a long term or irremovable fixture that can still push PCs around.<br />
<br />
'''Threat to Player Characters:''' MCM requires that all player characters are capable of being threatened by reasonably significant bodily danger. Serious enemies and hazards should always be able to present as credible risks to PCs regardless of theme. Though what matters might vary from PC to PC, there is no way to "switch off" the potential for consequences to a character.<br />
<br />
'''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.<br />
<br />
'''Range of Effect:''' Any Advantage that targets another PC is assumed to use a delivery mechanism that is avoidable, even if it doesn't in the source material. To put it another way, Everyone Gets A Save Against Everything. All combat powers are assumed to function with range and methodology which permits meaningful interaction between all players.<br />
<br />
'''Scope of Effect:''' In day-to-day use, Advantages shouldn't exceed a Scope of Effect of one city block, the upper end of which we identify as Kowloon Walled City. When mass destruction happens, we want it to be a plot-significant event, such as when Alderaan is destroyed by the Death Star; not Nappa blowing up a city for giggles. Places with little or no plot significance can play more fast and loose with this rule.<br />
<br />
'''Interaction with MUSH Meta-Elements:''' Advantages that interact with natural Warpgates, Unification, or any other element of the MUSH's back-end, are not possible to have. You can't "de-unify" or leave the Multiverse or MUSH setting.<br><br />
<br />
Additionally, there are a couple of miscellaneous, but important and pertinent rulings on specific uses of Advantages that result in them going outside the bounds of acceptable play.<br />
<br />
'''On Gestalts:''' Certain character concepts can make more sense to apply for as an amalgamation of multiple characters, rather than arbitrarily choosing one and designating the rest as NPCs. This is most common in cases where a pair of protagonists or a group of characters are presented with equal prominence and their dynamics with each other are the central focus. In these cases, where an applicant is applying for a duo or squad as a single bit, we expect that the entire duo or squad functions at exactly the level of one PC ''when all constituent members are participating in something''. A gestalt of two characters is effectively half a character if only one is present and doing something. The bit just plain does not have access to the abilities of characters who aren't present, Likewise, '''all individuals in the gestalt must be represented in the bit's Trouble'''; it is not acceptable to tactically exclude members from a situation in which a Trouble might be tripped. The entire gestalt has one amalgamate "life bar" and/or resource pool like any PC.<br />
<br />
'''On Force Fields and Energy Shields:''' Personal barriers that block incoming damage are common fixtures; a skintight energy shield from a high-tech suit of armor, a mental force field bubble projected by a psychic, or a barrier of magical energy summoned around a wizard to protect himself. These Advantages are okay to apply for, but require some extra consideration when portraying them on MCM.<br><br />
When these Advantages are played, we '''require''' that taking significant damage incurs some kind of strain as a result, so the conceit of force fields completely shutting down damage and guaranteeing the character's safety up until their arbitrary failure point doesn't work out. The armor has a shallow shield with a fast recharge that accrues repeated spillover, the psychic taxes their mental reserves, the wizard takes magic burn damage, etc. Essentially, players don't get to decide on a point of "okay, ''now'' this enemy/hazard matters to me".<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
On a related note, '''there is no such thing as Advantages that implicitly exist'''. Robot NPCs don't confer a free version of Skill - Computers because "logically the character should be a computer wiz to make robots".<br />
<br />
<br />
----<br />
<br />
[[Category:News File]]</div>Relianthttp://multiversemush.com/mw/index.php?title=Advantages&diff=16394Advantages2020-02-18T02:45:27Z<p>Reliant: /* Advantages A-K */</p>
<hr />
<div>__toc__<br />
<br />
=What Advantages Are=<br />
<br />
The Advantages system here is how MCM represents the nearly infinite number of potential powers, assets, abilities, and skills that characters can bring to a game like ours. Rather than require that players write up a pitch for all the things they want and ask staff "please", or detailing out an incredibly crunchy mechanical system instead, MCM concerns itself with two things:<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
Using the framework below, a player maps out the major things that the character can do, in the sense of "stunts", "special actions", "contextual buttons", etc. irrespective of the means by which the character accomplishes them. As long as those check out with the system, the details, description, and flavor they want are all basically free.<br />
<br />
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.<br />
<br />
==Advantage Structure==<br />
<br />
The central resource and metric of the Advantage system is a character to character value called Pips (●s). Each character has a total number of Pips to divide up amongst all of their Advantages, which determines how many they have, and how potent each of them is. Pips don't strictly represent "Advantage power", but rather indicate where the character's focus is, which Advantages are most important, and how much narrative impact they have. That is to say, a titanic dragon character who easily can throw boulders around, but only invested one Pip into their super strength, has less scene-solving, strength-related clout than a Captain America who put in three, and they would be a narrative underdog in a test of raw strength between the two, through whatever clever or heroic lens the latter devises. To help get the idea of how many Pips buys what, the rough guideline is:<br />
<br />
●: 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.<br />
<br />
''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.''<br />
<br />
●●: 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.<br />
<br />
''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.''<br />
<br />
●●●: 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.<br />
<br />
''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.''<br />
<br />
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.<br />
<br />
''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.''<br />
<br />
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.<br />
<br />
''Note: In as far as MCM tracks any kind of mechanical Advantage resolution, hard policy is that '''all problems within the scope of a scene are three Pip-resolvable at most'''. Advantages past three Pips are '''always "extra"'''; the only new functionality they enable is self-starting, out of scope ideas.''<br />
<br />
''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.''<br />
<br />
<br />
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.<br />
<br />
A character cannot have more than '''6''' ● Advantages, more than '''6''' Incidental Advantages, less than '''3''' or more than '''8''' ●●●+ Advantages.<br />
<br />
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.<br />
<br />
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 ●●●.<br />
<br />
In addition to its Pip rating, all Advantages are given descriptive text, referred to as trappings. The trappings of an Advantage are basically the free space in which a player describes the traits/powers/items/skills/assets/etc. that the Advantage comes from, and gets to talk about what the Advantage looks like and how it works. There are a few rules that must be followed when writing Advantage trappings <link to the section>, but otherwise, the player can write whatever they like.<br />
<br />
==Applying for Advantages==<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
Trappings should also keep in mind language appropriate to the Advantage's level. Describing being a "Peerless master swordsman, unmatched by any man" on a ● Advantage is self-evidently dumb.<br />
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''.<br />
<br />
An Advantage marked '''Protected''' is an Advantage that guarantees a certain amount of extra player leeway on the receiving end, due to being recognized as having the potential to be highly dictatorial, invasive, or un-fun when given the fullest possible weight of our "something happens is better than nothing happens" policy. When Protected-marked Advantages are used on a PC, that player is never obligated to provide anything more than "something to work with", if appropriate, as a result; pressuring a player to accept all intended consequences of the Advantage can be considered abuse.<br />
<br />
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 ●●●.<br />
<br />
=Advantage Formatting=<br />
<br />
A complete Advantage grouping looks like:<br />
<br />
Black Magic:<br />
<br />
Black Mage is a career expert in wielding destructive and debilitating magic, using elemental attacks and status to destroy his foes.<br />
<br />
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.<br />
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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.<br />
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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.<br />
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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.<br />
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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''.<br />
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==Minimum Expectation==<br />
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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.<br />
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==Non-Advantages==<br />
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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.<br />
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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.<br />
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==Redundant Advantages==<br />
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.<br />
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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.<br />
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=Advantages A-K=<br />
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'''Advantages A-K'''<br />
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{| class="LogTable"<br />
|- class="LogRow"<br />
! class=HeaderCell | Designation<br />
! class=HeaderCell | Trappings<br />
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{{!}} class="LogCell" {{!}} '''Adaptation'''<br />
{{!}} class="LogCell" {{!}} The character is less affected by the hazards of hostile environments, such as hard vacuum, crushing pressure, lethal heat or cold, deadly radiation, etc. or specific exotic threats ambient to a locale, like Toukiden's Miasma, the Abyss of Dark Souls, or the Wyld from Exalted.<br><br />
'''Required:''' What kinds of environments the character can mitigate. This list should be comprehensive, and not implicit, wherever possible.<br><br />
'''Investment:''' A broader range of environments, and/or greater protective strength against them.<br><br />
'''Related:''' Adaptation confers protection, not capability. You still require '''Flight''' to fly through space, '''Mobility''' to burrow through desert sand, etc.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Analysis'''<br />
{{!}} class="LogCell" {{!}} The character can examine targets of their attention and gain useful information about them that wouldn't normally be discernible. High tech scanners, psychometry, and detection spells are obvious examples, but things like determining someone's recent activities by smell or instantly analyzing a robot with intuitive genius are also valid ones.<br><br />
'''Required:''' What targets are valid for Analysis (people, machines, landmarks, etc.) and what information they get from them (functions, elemental alignment, origins, weaknesses, etc.).<br><br />
'''Investment:''' Information of greater breadth, detail, and/or obscurity.<br><br />
'''Related:''' Analysis is a targeted examination of something. To pick up on cues inherent to the locale, see '''Extraordinary Senses'''.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Anti - Power Genre'''<br />
{{!}} class="LogCell" {{!}} The character can dampen, counter, nullify, or otherwise interfere with the use of some kind of power in their presence. Counterspells, disenchantment, teleportation shields, psionic suppression fields, etc. are common examples.<br><br />
'''Required:''' A well-defined "genre" of power that this Advantage applies to which is significantly more specific than universal catchalls like "magic" or "technology", and at least implicitly how another character would get around it (for instance, moving out of a suppression field).<br><br />
'''Protected:''' Always.<br><br />
'''Investment:''' Stronger interference.<br><br />
'''Related:''' This Advantage interferes with other actors using their powers, and does not personally protect the character from being affected. See '''Resistance''' for personal protection.<br />
{{!}}- class="LogRow"<br />
{{!}} class="LogCell" {{!}} '''Arsenal - Melee/Ranged/Named'''<br />
{{!}} class="LogCell" {{!}} The character has one or more attacks, whether through weapons, magic, technology, natural abilities, or special techniques, that are specialized to them and likely unusually powerful or complex when compared to the arsenals of combat characters of their theme archetype. The character may have a short list of favored or iconic attacks, or even just one or two that are extra important, but the idea is that the character has some degree of special emphasis on a narrow selection of them. The character is presumed to be competent enough in using them to make them effective in combat, but mainly, these specific attacks are either extra powerful and damaging for an attack of their rating, or they possess some complex and dangerous form of delivery mechanism, damage type, special gimmick, etc. The narrower the range, the more powerful the individual attack sources can be, or the more elaborate the gimmick.<br><br />
'''Required:''' A clearly defined and limited selection of damage-dealing abilities. They should be described as inclusively as possible, instead of using implicit bounding. Many different sources of the same kind of attack, such as many different guns that all shoot the same homing trickshot smart bullets, are fine as long as the attack itself is defined.<br><br />
'''Credit:''' ● to an Arsenal - Melee if the character possesses at least ●● Arsenal - Ranged, or ● to Arsenal - Ranged if the character possesses at least ●● Arsenal - Melee.<br><br />
'''Investment:''' More powerful or more complex special attacks.<br><br />
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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.<br><br />
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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.<br><br />
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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.<br><br />
'''Related:''' Not every character that can fight will need Arsenal to represent it. The majority of characters lean on '''Combat Options''', which provides a very broad variety of many attacks for less Pips than Arsenal, though of less especial complexity, or '''Weapon Mastery''', which provides various manners of effective attacks and stunts that the chosen weapon or weapons could be used to pull off.<br />
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{{!}} class="LogCell" {{!}} '''Bane - Target'''<br />
{{!}} class="LogCell" {{!}} The character is readily able to exploit the weaknesses, flaws, nature, or behaviors of a specific archetype of enemy. They might habitually carry specialist gear, such as silver bullets, garlic, cold iron, etc. or they might simply be an accomplished specialist at fighting a certain kind of foe, or in some cases, they might have some ability that reacts especially effectively with certain targets. A World of Darkness hunting urban supernatural evils with silver, fire, and True Faith is an example, as is Geralt of Riviera from the Witcher and his encyclopedia of tactics and poisons to use against monsters of folklore.<br><br />
'''Required:''' A clearly defined and coherent archetype of applicable enemy. There are examples further down the page.<br><br />
'''Credit:''' ● for no more than two Banes.<br><br />
'''Investment:''' More severe effects against the chosen enemy type, clearly in service of "fighting an enemy".<br><br />
Minimum ●<br><br />
'''Related:''' The trope kind of expertise that usually goes with the "monster hunter" archetype is easily represented with '''Analysis''' or '''Knowledge'''. A Bane doesn't give them special information about a target.<br />
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{{!}} class="LogCell" {{!}} '''Buffs'''<br />
{{!}} class="LogCell" {{!}} The character possesses means to improve the the overall effectiveness of individuals or groups when engaged in certain tasks, whether through magic, science, psychic powers, supernatural leadership, etc. The targets (including the character) don't gain a specific new ability, but their efforts are enhanced directly, such as their combat efforts being enhanced by various attack and defense buffs, or their hacking efforts enhanced by a technopathic overclock, or magical efforts enhanced by the character serving as a magic battery or amplifier.<br><br />
'''Required:''' The specific arena(s) of effort the character can improve upon.<br><br />
'''Investment:''' More powerful buffs, and/or slightly broader applicable tasks.<br><br />
'''Related:''' The thing that fully gives other characters full Advantages is '''Share Powers'''.<br />
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{{!}} class="LogCell" {{!}} '''Combat Options'''<br />
{{!}} class="LogCell" {{!}} The character possesses a variety of means with which to straightforwardly attack and deal damage, whether they be weapons, spells, natural abilities, psionic or elemental powers, etc. This Advantage can encompass very large numbers of different attacks and techniques at little cost, and is in fact intended to make it easy to buy up full lists of things like elemental blasts, firearms and explosives, etc. in one go, but its sole purpose is dealing damage. These attacks have no extra effects, and the maximum level of unique delivery or behavior they can come with is defined roughly at "a heat seeking missile" or "chain lightning". The character is presumed to be competent enough at using this Advantage to be an effective attacker.<br><br />
'''Required:''' A list of the types of attacks the character has access to, which need not be exhaustive, but must clearly indicate the limits of its thematic breadth and reach.<br><br />
'''Investment:''' A broader range of attack themes and types, and/or more powerful and impressive attacks.<br><br />
'''Related:''' Attacks with major gimmicks or heavy individual importance fall under '''Arsenal'''. Attacks that cause status effects will likely use or include '''Debilitation'''. Significant all-around skill with specific weapons or combat styles falls under '''Weapon Mastery'''.<br />
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{{!}} class="LogCell" {{!}} '''Communication'''<br />
{{!}} class="LogCell" {{!}} The character can make themselves understood regardless of the entity they're speaking to, as long as it has the intelligence to process the concepts they are communicating. Likewise, the character can perfectly comprehend the closest thing to communication that their partner has. They may be able to apply this to written languages as well.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' This Advantage can only be purchased for ●<br><br />
'''Related:''' To intuit information that another entity isn't communicating, '''Mind Reading''' or '''Mental Intrusion''' is usually appropriate. Lifting information from things that don't communicate at all is usually doable with '''Hint'''.<br />
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{{!}} class="LogCell" {{!}} '''Contract - Collateral/Exchange'''<br />
{{!}} class="LogCell" {{!}} The character can forge agreements with other entities that establish specific terms between them, by which violating them inflicts some sort of punishment, and/or succeeding provides some sort of reward Faustian bargains with devils, boons and curses granted by gods, or various magical geases, can fall here. The full workings of Contract are explained in [[Power Copy|this article]].<br><br />
'''Required:''' ●<br><br />
'''Maximum:''' ●●●<br />
'''Protected:''' Always.<br><br />
'''Investment:''' More Contracts active at once, and more potential positive effects.<br><br />
'''Related:''' The means by which a character can always give out as many benefits as they want, provided they are at the scene itself, is still '''Share Powers'''.<br />
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{{!}} class="LogCell" {{!}} '''Conveniences'''<br />
{{!}} class="LogCell" {{!}} The character has access to one or more convenient gadgets or powers that make their life a little easier, defined as not being significantly more potent than "what a middle-class citizen of New York would carry on their person", such as having telepathic communication instead of a cellphone, or an eidetic memory for Google search-type trivia instead of a laptop.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' The Advantage can only be an Incidental Advantage. It's little more than a flavorful and occasionally very niche twist on Non-Advantages.<br><br />
'''Related:''' Having casual access to normal items of a significant grade of utility frequently entails '''Wealth''', or an associated '''Skill''' with which it'd be used, such as a '''Skill''' in medicine to have automatic access to professional medical equipment as a prerequisite.<br />
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{{!}} class="LogCell" {{!}} '''Cure'''<br />
{{!}} class="LogCell" {{!}} The character can treat others to heal or dispel harmful abnormalities and afflictions. These afflictions may be physical, but also possibly mental or magical, like dispelling curses or curing madness. Curing someone doesn't treat the basic effects of "taking damage", beyond perhaps pain. Final Fantasy' Esuna spell and Pokemon's status clearing items are examples.<br><br />
'''Required:''' The scope of the variety of abnormalities and afflictions the character can cure. This may be a little open ended by necessity, but must be clearly limited.<br><br />
'''Investment:''' A greater breadth of curable maladies and/or greater efficacy in curing severe ones.<br><br />
'''Related:''' If you're looking to heal someone from the damage they've taken, '''Healing''' is it. If the character themself shrugs off status effects on their person, see '''Immunize'''.<br />
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{{!}} class="LogCell" {{!}} '''Debilitation'''<br />
{{!}} class="LogCell" {{!}} The character can inflict detrimental effects and adverse conditions on others to disrupt and hinder enemies. Video game-style debuffs, paralysis, freezing, etc. easily fall here as the most generic example, but things like pressure point strikes, riot control tools, various drugs and poisons, physic hallucinations, gravity or slow fields, or even tabletop spells like magically sticky floors, are solid examples of this Advantage, as a broad catchall.<br><br />
'''Required:''' The overall thematic of the debilitating effects the character inflicts, with clear bounding.<br><br />
'''Investment:''' Greater variety and/or potency of effects.<br><br />
'''Related:''' An effect that would take someone completely out of an interaction, like "realistic" paralysis, strictly falls under '''Incapacitation'''. For something that directly suppresses a specific kind of power, see '''Anti'''. Though generic "poison" or "burn" conditions can appear here, they tacitly acknowledge that they can't seriously injure someone on their own, and exist as a complication; '''Combat Options''' or '''Arsenal''' would deal real damage.<br />
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{{!}} class="LogCell" {{!}} '''Deconstruction'''<br />
{{!}} class="LogCell" {{!}} The character has some tool or ability that selectively and concisely removes an element somewhere in a scene. Whether it's a D&D Rust Monster disintegrating a metal item, a Starbound Matter Manipulator breaking down terrain into raw components, a micro black hole spaghettifying the surroundings, a Magic the Gathering-style extraplanar banishment, or an angry god turning someone into a pillar of salt, a target that "fails the save" is just not in the scene anymore. Unlike hitting something with enough damage to break it, it's fairly unlikely that the target is salvageable in any major way.<br><br />
'''Required:''' N/A<br><br />
'''Protected:''' Possessions of consequence belonging to PCs. Being used on another PC will result in a harmful attack, if appropriate.<br><br />
'''Investment:''' The ability to affect more important/protected targets; taking a unique, powerful, big deal magical artifact straight off the table isn't a ● Advantage.<br><br />
Minimum ● There's absolutely no point to an Incidental Deconstruction.<br><br />
'''Related:''' Any kind of damage-dealing Advantage, such as '''Combat Options''', Arsenal''', an appropriate '''Weapon Mastery''', or perhaps even a relevant '''Skill''' such as for demolitions, can break or destroy something in a standard way.<br />
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{{!}} class="LogCell" {{!}} '''Defensive Paradigm'''<br />
{{!}} class="LogCell" {{!}} The character has an unusual defensive ability or property that influences combat in a dynamic way. They might use precognition to defend against normally unavoidable attacks, reflect them back at other targets, cut through curses or brainwaves with a sword, share the pain of taking damage, negate the inertia of being hit, reverse time to retry a defense several ways, teleport through attacks, or any kind of specific, crazy gimmick that alters how a fight with them is fought.<br><br />
This Advantage doesn't make them passively harder to kill, like with armor or self-healing; it's a defensive stunt that is intended to be respected.<br><br />
'''Required:'''The nature of the defensive stunting, and in the case it can invalidate a very wide range of types of attack, a salient limitation; a character's defense button cannot work perfectly against everything until the player deems that it hasn't.<br><br />
'''Investment:''' An increased number of special defense mechanics up to the Pip rating of the Advantage, or a more extreme gimmick with greater reach and impact on a fight. An Incidental example works only on attacks that wouldn't be allowed to work anyways. An example any lower than ●●● cannot expect to work on "everything, unless".<br><br />
'''Related:''' There is a ton of overlap from a lot of different Advantages that could probably serve to fill the role of this one, depending on the example. '''Defensive Paradigm''' exists to bend the usual flow of combat a little in a cool and flavorful way, rather than have immense utility; someone with '''Teleportation''' who could already easily dodge the attack, is able to dodge by teleporting out of the way instead of ducking or diving, and someone with '''Speed''' and '''Weapon Mastery''' at a high level can parry bullets with a sword. Pick this one if the gimmick in question has a very narrow, strong, characterizing trick to it.<br />
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{{!}} class="LogCell" {{!}} '''Disguise'''<br />
{{!}} class="LogCell" {{!}} The character can adopt the appearance and form of someone or something else, whether via expert makeup and impersonation, magical shape changing, holographic camouflage, etc. They don't gain or lose any traits or abilities; they are disguised to avoid suspicion, gain access to things, places, information, etc.<br><br />
'''Required:''' Who or what the character can disguise themself as.<br><br />
'''Protected:''' Impersonating another PC.<br><br />
'''Investment:''' More convincing and comprehensive disguises. A simple "alter ego" is usually only an Incidental Disguise, like Clark Kent putting his glasses and collared shirt on.<br><br />
'''Related:''' Adopting an appearance meant to hide the character from even being see is certainly a type of '''Stealth''' rather than being "disguised" as a bush or something.<br />
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{{!}} class="LogCell" {{!}} '''Entry Methods'''<br />
{{!}} class="LogCell" {{!}} The character has extraordinary means obtaining entry to places they aren't supposed to go, by defeating or overcoming obstacles meant to keep them out and opening up a way in. Anyone can kick down a door or blow a hole in a wall; the character might instead pick locks, hack keypads, detect and dodge wires, fit through tiny spaces, precisely breach with controlled damage, or so on.<br><br />
'''Required:''' The general variety of security measures or obstacles, manmade or incidental, that the character can get past.<br><br />
Minimum ● If security is meaningful enough to require an Advantage, an Incidental Advantage won't do it.<br><br />
'''Investment:''' The ability to gain entry to harder to reach areas.<br><br />
'''Related:''' A character that simply goes right through walls would be looking for '''Intangibility''' instead. A character that gets into places by just leveling or making ways through any obstacles would be looking at '''Field Shaping'''.<br />
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{{!}} class="LogCell" {{!}} '''Extraordinary Senses'''<br />
{{!}} class="LogCell" {{!}} The character is able to pick up on some sort of sensory "cue" or stimuli within a scene that would normally be undetectable, giving them extra information to work with. Sonar and infrared sensors, feeling vibrations through the earth like Toph Beifong from Avatar, picking out someone's appearance from listening to rain like Daredevil, the D&D "detect spells", fit the bill here.<br><br />
'''Required:''' What additional sensory acuity the character has. This usually entails an example of what they might pick up, though common knowledge and parlance like "night vision goggles" doesn't necessitate one. This cannot simply be declaring a target of choice and writing "I sense it"; being able to sense auras of evil-aligned magic is not the same as "I sense evil people". The sole exception is the common and generic "I can see ghosts".<br><br />
'''Investment:''' A greater range of extra sensory cues and/or heightened awareness of them.<br><br />
'''Related:''' This Advantage picks up an element of the scene that would otherwise go unnoticed (a "cue"). To get a bunch of new information about something the character is already aware of, see '''Analysis'''. This may and can result in an '''Extraordinary Sense''' making a character aware of a new cue, thus becoming a valid thing to analyze.<br />
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{{!}} class="LogCell" {{!}} '''Field Shaping'''<br />
{{!}} class="LogCell" {{!}} The character has the capacity to radically reshape the nature of the area around them, whether in the literal sense by manipulating the terrain itself, destroying it with massive attacks, or creating structures, or by means such as flooding it, filling it with smoke, altering gravity, or using their Advantages as traps or obstacles.<br><br />
'''Required:''' How the character can influence the field, in a strongly bound way.<br><br />
'''Investment:''' A greater range of effects and/or alterations of greater scope.<br><br />
'''Related:''' The Advantages '''Arsenal''' or '''Combat Options''' can be used to create deadly hazards, while things like '''Debilitation''' can create tactically advantageous zones. '''Toughness''' might create large shields to protect others. '''Teleportation''' is often combined for the purpose of making portals or wormholes. Almost anything can be made an area effect, though largely indiscriminate in its use; not like '''Buffs''' or '''Share Powers'''.<br />
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{{!}} class="LogCell" {{!}} '''Flight'''<br />
{{!}} class="LogCell" {{!}} The character can fly. Aerial flight or space flight are encompassed the same way under this Advantage, or both.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Greater control and range of flight. Not extreme speed. A minimum of ● is required to essentially negate the threat of heights.<br><br />
'''Related:''' Gaining greatly increased speed via flight still requires '''Speed'''. Stunting around difficult or hazardous terrain that would impede flight still requires '''Mobility'''.<br />
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{{!}} class="LogCell" {{!}} '''Hacking'''<br />
{{!}} class="LogCell" {{!}} The character can access, utilize, and/or control secure computers and/or machines. This Advantage has broad utility when interacting with things that are ostensibly hackable, but is strictly limited to those things. The Major from Ghost in the Shell, Sombra from Overwatch, and Cortana from Halo, are examples of big users of Hacking.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Access to more secure devices and greater control.<br><br />
Minimum ●<br><br />
'''Related:''' Hacking of sapient mechanical entities still requires '''Mind Control''' or '''Mental Intrusion'''.<br />
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{{!}} class="LogCell" {{!}} '''Hammerspace'''<br />
{{!}} class="LogCell" {{!}} The character can store and carry improbably large quantities of stuff on their person with ease. Things like bags of holding, video game inventories, and pocket dimensional storage fall here.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Hammerspace is usually an Incidental Advantage. Pips are only required for performing scene-altering stunts with the storage itself.<br><br />
'''Related:''' The idea of catching and reusing attacks is covered by '''Defensive Paradigm''' or '''Power Copy'''. The stuff usually inside the hammerspace itself still requires Advantages.<br />
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{{!}} class="LogCell" {{!}} '''Healing'''<br />
{{!}} class="LogCell" {{!}} The character can heal injuries and damage sustained by people or creatures. This Advantage concerns "HP loss" and only strictly related symptoms. Targets are not necessarily required to be strictly organic.<br><br />
'''Required:'''N/A <br><br />
'''Investment''' More effective healing.<br><br />
'''Related:''' If the character heals on their own, or heals themself, '''Regeneration''' is needed. '''Cure''' is the Advantage for removing "status effects" or things like diseases.<br />
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{{!}} class="LogCell" {{!}} '''Hint'''<br />
{{!}} class="LogCell" {{!}} The character has some ability they can invoke to gain useful information about their situation or a course of action. Future sight, divine inspiration, psychometry, talking with spirits, or plain super genius often fit here. As per its name, this Advantage essentially asks for information from a scene runner or fellow player. Since this Advantage isn't marked Protected, the player is always entitled to something helpful in the spirit of the Advantage, but not necessarily a highly specific or detailed piece of desired information. Hint is an active Advantage; it's not entitled to anything unless a player uses it.<br><br />
'''Required:''' An idea of where the Advantage can gain information and of what kind.<br><br />
'''Investment:''' More detailed information and/or a greater variety of appropriate situations.<br><br />
<br />
Minimum ●●● for obtaining information about things one or more scenes in advance.<br><br />
<br />
Minimum ● otherwise. Hint cannot be an Incidental Advantage.<br><br />
'''Related:''' To gain information about something of specific interest, look at '''Analysis''', which allows a character to target a scene element and learn desired details about it. To simply pick up on special cues within a scene, '''Extraordinary Senses''' may be appropriate.<br />
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{{!}} class="LogCell" {{!}} '''Illusions'''<br />
{{!}} class="LogCell" {{!}} The character can create convincing illusions of people, places, objects, or other things. Usually these are visual illusions, but they might apply to other senses too, like conjured sounds or phantom sensations. Holograms, psychic powers, illusion magic, or similar are commonly here. Illusions never affect their environment, nor people; they can only deceive or misdirect them.<br><br />
'''Required:''' The scope of what can be faked, and what can give them away.<br><br />
'''Protected:''' Impersonations of other PCs.<br />
'''Investment:''' Larger/more complicated/more convincing illusions that might deceive more senses.<br><br />
'''Related:''' Illusions can't be used to make a character or object simply disappear; this is a function of '''Invisibility'''. Likewise, though illusions might help greatly with sneaking, '''Stealth''' is still an applicable Advantage to put it to use, and to hide, maneuver, and accomplish tasks stealthily.<br />
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{{!}} class="LogCell" {{!}} '''Immortality'''<br />
{{!}} class="LogCell" {{!}} The character doesn't die, or at least doesn't stay dead, when fatally injured. Voldermot from Harry Potter, Alucard from Hellsing, Cell from Dragon Ball Z, and the Chosen Undead from Dark Souls, are examples of this Advantage in action. All Immortality on MCM requires a "Catch"; a set of criteria where the character can actually die for real, or is otherwise "not a Player Character anymore"; there is no infallible mortality on MCM.<br><br />
'''Required:''' The Catch, as well as information on where and when the character reenters play. Since this can sometimes be difficult to nail down, some examples of commonly accepted types of Immortality Catches are listed on this page.<br><br />
'''Investment:''' The Catch becomes more difficult to fulfill. Again, the list of Immortality Catches should give a good idea of what tier of relevance this has.<br><br />
Minimum ●, Maximum ●●●<br><br />
'''Related:''' Immortality means the character doesn't die, not that they aren't harmed. A character who gets back up with restored health right after being killed would need '''Regeneration''' to heal in combat time. A character that simply tanks through being killed, or reduces the damage of fatal injuries, could probably use '''Toughness'''.<br />
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{{!}} class="LogCell" {{!}} '''Imperishable'''<br />
{{!}} class="LogCell" {{!}} The character has little to no need for one or more things that are considered basic staples of survival, including food, water, sleep, etc. They may or may not also suffer from ageing at a highly reduced rate, or not at all. They might also not strictly require oxygen, but this Advantage doesn't protect against any breathing (or lack thereof) hazards.<br><br />
'''Required:''' Which basics the character is not affected by.<br><br />
'''Investment:''' Imperishable is always an Incidental Advantage.<br><br />
'''Related:''' The corner case of "not needing air" can only be significant defense against hazards with Advantages like '''Adaptation''' or '''Resistance'''.<br />
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{{!}} class="LogCell" {{!}} '''Immunize'''<br />
{{!}} class="LogCell" {{!}} The character can rid themselves of, or immediately shrug off, harmful abnormalities and afflictions. These afflictions might be physical, such as being paralyzed, poisoned, or diseased, but also possibly metaphysical, like resisting curses. This Advantage doesn't restore the character's health beyond the removal of the condition.<br><br />
'''Required:''' The scope of the variety of abnormalities and afflictions the character can cure. This may be a little open ended by necessity, but must be clearly limited.<br><br />
'''Investment:''' Greater resilience or purging of more powerful and/or varied status effects<br><br />
'''Related:''' In all ways, this Advantage is the self-affecting version of '''Cure'''. The same relations apply, such as needing '''Healing''' to gain back "HP" or restore damage.<br />
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{{!}} class="LogCell" {{!}} '''Incapacitation'''<br />
{{!}} class="LogCell" {{!}} The character has an effective and reliable means of subduing opponents with means other than physical harm, or which are at least minimally harmful. Incapacitation is meant to be for methods which are expected to be unusually effective, not just grabbing someone or hitting them with the blunt side of a sword and hoping it does the trick. Numerous examples include stun phasers from Star Trek, the tranquilizer guns and takedowns from the Metal Gear Solid games, magic such as The Sleep from Cardcaptor Sakura, Mid-Childan non-lethal magic from the Nanoha series, or "remove from combat" conditions such as Frog or Stone from the Final Fantasy series. While Incapacitation will often immediately remove minor NPCs from a scene, there is typically no such thing as instant incapacitation of a significant foe; hitting them with repeated applications or weakening them first should be expected, to adhere to sensible combat interactions.<br><br />
'''Required:''' A description of the state of incapacitation the character puts others in, and how it can be lifted, or roughly when it wears off by itself. The latter condition may be implicit in some cases.<br><br />
'''Protected:''' Making transformations to other characters.<br><br />
'''Investment:''' Dealing more "incapacitation damage", in terms of applying it more swiftly and reliably.<br><br />
'''Related:''' In some cases, it might be appropriate for a user of '''Weapon Mastery''' to pull off combat stunts that restrain or knock their opponent out without killing them, though probably still fairly harmfully, and only with a reasonably narrow category and with a reasonable Pip investment. '''Debilitation''' is a better source of weakening and impeding an enemy for an immediate advantage.<br />
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{{!}} class="LogCell" {{!}} '''Intangibility'''<br />
{{!}} class="LogCell" {{!}} The character can pass through solid objects without disturbing them. Typical ghosts do this a lot, though more specific examples are Kitty Pryde from X-Men, Fate/ series Servants or Exalted spirits dematerializing, or characters from games like Shadowrun or D&D using astral projections. Brief Intangibility may be used to stunt 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.<br><br />
'''Required:''' N/A<br><br />
Minimum ●<br><br />
'''Credit:''' ● if the character has Teleportation ●● or higher.<br><br />
'''Investment:''' The ability to pass through more "restrictive" or "defensive" objects. The physical characteristics, like density or weight, don't matter narratively. A ● Intangibility can't pass through a highly secure bunker, or escape a grapple from a skilled enemy.<br><br />
'''Related:''' If the character becomes intangible as a primary form of reducing or negating harm, '''Defensive Paradigm''', or possibly '''Toughness''', are appropriate.<br />
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{{!}} class="LogCell" {{!}} '''Intrusion Immunity'''<br />
{{!}} class="LogCell" {{!}} The character has partial or full resistance to effects that invasively influence or examine their thoughts and feelings. They might have special training, protective equipment, or just natural immunity, but regardless of the method, this Advantage is a hard "opt out" of dictatorially affecting what the character thinks or feels, or reading their thoughts or intentions. While MCM's policy still asks that this immunity not be outright disrespectful in nature; these spaces are already Protected, and so someone who has invested into this Advantage needs no further reason to block effects of the same tier or lower.<br><br />
'''Required:''' N/A, though it's encouraged to provide what the theme of the immunity is.<br><br />
'''Investment:''' Immunity to higher tier effects, from both PC and NPC sources.<br><br />
Minimum ● Maximum ●●●<br><br />
'''Surcharge:''' ●<br><br />
'''Related:''' In certain cases, it might be plausible to cure or shrug off "mental status effects" inflicted by mental influences, using specialized '''Cure''' or '''Immunize'''. 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.<br />
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{{!}} class="LogCell" {{!}} '''Invisibility'''<br />
{{!}} class="LogCell" {{!}} The character can conceal themselves in such a binary and effective way that it is no longer hiding or masking their presence, but that they just won't be found until they interact with something. The usual Invisibility is the visual kind, like provided by invisibility spells like in Harry Potter, optical camouflage like the Predator or Ghost in the Shell, or sometimes natural ability, like chameleonic skin, or superheroes like Toru Hagakure from My Hero Academia. Other forms however, like psychic invisibility compelled by the Silence from Doctor Who, the Stone Mask from The Legend of Zelda, or the Dummy Check Esper ability from a Certain Scientific Railgun, are considered to be the same effect.<br><br />
'''Required:''' N/A, though without further description, the invisibility is assumed to apply only to sight.<br><br />
'''Investment:''' Greater effectiveness, and possibly a greater range of senses affected. ● Invisibility will usually provide cover from individually unimportant but collectively meaningful NPC attention, or provide niche invisibility regarding a specific stunt or power of the character's. ●● Invisibility is presumed to be effective in concealing the character, has notable limitations that cap the character's ability to go wherever they place all the time, like subtle visual cues, a strict time limit, dispelling when attacking, etc. ●●● Invisibility is close enough to be flawless that its integrity isn't in question until the character engages in very obvious activities or suitably great effort is put towards discovering them.<br><br />
'''Surcharge:''' ● for ● Invisibility, ●● for ●● Invisibility, ●●● for ●●● or higher Invisibility.<br><br />
'''Related:''' Invisibility alone doesn't guarantee that a character can accomplish things stealthily or undetected. '''Stealth''' covers the major aspects of being genuinely sneaky, and Illusions still have their major use in misdirecting and deceiving people, which synergize with Invisibility if desired.<br />
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{{!}} class="LogCell" {{!}} '''Knowledge - Field'''<br />
{{!}} class="LogCell" {{!}} The character is exceptionally knowledgeable about a particular field that is concretely useful in solving scene problems or specifically advantageous in scene scenarios. In this case, it's the information itself that is the valuable tool, rather than a practical effect.<br><br />
'''Required:''' A category of Knowledge, and at least two specific examples of how the field is useful to the character in day to day RP circumstances. A sweeping and vague "knows a lot about a thing" won't fly; it has to have examples of an obvious impact.<br><br />
'''Investment:''' Broader and more detailed knowledge with greater practical impact.<br><br />
Minimum ● Trivially accessible knowledge is something any character can have.<br><br />
'''Related:''' A character cannot implicitly gain the use of another Advantage for having Knowledge. For instance, Knowledge - Computers doesn't give a character the use of Hacking, though a thin slice of shared effect space might exist. Carefully consider whether the character actually needs Knowledge to do the things they do, or whether it's simply an element of their background.<br />
|}<br />
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<br />
= Advantages M-W =<br />
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'''Advantages M-W'''<br />
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{| class="LogTable"<br />
|- class="LogRow"<br />
! class=HeaderCell | Designation<br />
! class=HeaderCell | Trappings<br />
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{{!}} class="LogCell" {{!}} '''Mental Intrusion'''<br />
{{!}} class="LogCell" {{!}} The character can broadly perceive, analyze, influence, and/or edit the mental attributes of other beings, whether their thoughts, feelings, memories, etc. This Advantage assumes the character can do this to a supernatural or superhuman degree, even if through mundane skill, rather than psychic control or super brain simulation.<br><br />
'''Required:''' What types of influence the character has with minds.<br><br />
'''Protected:''' Always.<br><br />
'''Investment:''' More powerful and/or flexible effects.<br><br />
Minimum ● Maximum ●●●<br><br />
'''Related:''' Mental Intrusion is the appropriate, fully subsidized space for characters who can both read and write to other people's minds. For characters with a narrower range, see '''Mind Control''' or '''Mind Reading'''; having just one of them costs less Pips than having both functions inherent in Mental Intrusion.<br />
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{{!}} class="LogCell" {{!}} '''Mind Control'''<br />
{{!}} class="LogCell" {{!}} The character can directly control the minds of others, or else influence their thoughts and feelings with such effectiveness and precision that it amounts to the same thing. The character might be able to completely control the actions of another, but they might also be capable of performing elaborate tasks such as implanting compulsions and triggers, creating false ideas or delusions, changing feelings regarding things, or erasing or editing memories.<br><br />
'''Required:''' An idea of which kinds of control the character has over minds.<br><br />
'''Protected:''' Always.<br><br />
'''Investment:''' More powerful mind control.<br><br />
Minimum ● Maximum ●●● including Credit.<br><br />
'''Credit:''' ●<br><br />
'''Related:''' Though it's possible to simply force a mind controlled entity to verbally divulge what they know, any information gained in this way is assumed to be much less clear, reliable, unbiased, or complete, not to mention less subtle, than by using '''Mind Reading'''. If the character possesses both abilities however, '''Mental Intrusion''' is intended to be the more cost efficient catchall.<br />
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{{!}} class="LogCell" {{!}} '''Mind Reading'''<br />
{{!}} class="LogCell" {{!}} The character can gain information about the thoughts, feelings, intentions, or mental characteristics of others. They might be directly reading the information out of their mind with psychic or magical means, but anything sufficiently intrusive, like simulating their thoughts with a supercomputer, or using superhuman intuition and psychology, amounts to the same effect. The Advantage allows for precise information to be easily and usually subtly obtained.<br><br />
'''Required:''' An idea of what information the Mind Reading extends to.<br><br />
'''Protected:''' Always.<br><br />
'''Investment:'''More far reaching and accurate information gathered.<br><br />
Minimum ● Maximum ●●● including Credit.<br><br />
'''Credit:''' ●<br><br />
'''Related:''' As with '''Mind Control''', the completed suite of mind influencing abilities between the two is inherently cheaper with '''Mental Intrusion'''. '''Mind Reading''' and '''Mind Control''' exist as a subsidized spaces for a character to do one or the other for less cost.<br />
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{{!}} class="LogCell" {{!}} '''Mobility'''<br />
{{!}} class="LogCell" {{!}} The character can adroitly navigate complex, dense, difficult, and/or hazardous routes by means of exceptional or enhanced movement ability. Parkour, diving, jump packs, wall climbing, grapnel hooks, water turbines, video game-style double jumps and air dashes, etc. Feats such as running across water, balancing on clotheslines, or clinging to ceilings, are within reach of Mobility of a suitable rating. Examples include Spider Man, Batman, and Catwoman, Mario and Luigi, Faith from Mirror's Edge, Genji from Overwatch, and almost any Wuxia theatre-type character.<br><br />
'''Required:''' The ways in which the character's mobility is enhanced. References to commonly understood ideas are acceptable shorthand, though ideally some form of example stunt should be included.<br><br />
'''Credit:''' ● if the Mobility contains water-related or aerial stunts and the character already possesses '''Water Prowess''' or '''Flight''' at ●●● or higher.<br><br />
'''Investment:''' Greater ability to mitigate or ignore the difficulties or perils of navigating obstacles, or movement abilities with a wider variety of applicable situations.<br><br />
'''Related:''' Mobility might help the character avoid various perils, but if they wish to, for example swim safely in lava instead of water, or at the bottom of the ocean they require '''Adaptation'''; another example is that if they take a high speed fall from parkouring at height, '''Flight''' or '''Toughness''' would be what it takes to not splat at the bottom.<br />
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{{!}} class="LogCell" {{!}} '''NPCs'''<br />
{{!}} class="LogCell" {{!}} The character bit has the use of one or more entities besides the named central character themself. These "extra" beings usually comply or cooperate with the character, though even if they are less than cooperative in-character, the player still has full and total control over them. In all circumstances, the NPC or NPCs are of lesser importance and relevance than the main character; the benefits of the Advantage are that these extra characters can be easily changed up, expended, or sent out to represent the character's interests, without extra limitations on the player's part. The restrictions are that NPCs can only have access to Advantages that are on the character's list, and that losing the NPCs must still amount to some kind of non-trivial consequence or setback to the character, depending on their rating.<br><br />
'''Required:''' The generalities of what the NPCs do and their thematic limits. A reader should be able to tell that Storm Troopers don't use the Force or swing around lightsabers.<br><br />
'''Investment:''' More powerful, effective, and generally relevant NPCs.<br><br />
● NPCs are at the level of mooks or extras. They can apply their abilities in limited situations and tackle minor problems in the character's stead, but overall they can't do much more than bog down another PC, limited to being a minor obstacle or inconvenience. Blobs of generic Stormtroopers, red shirts, or workmen are example. Losing them is a minor setback and they are quickly replaceable.<br><br />
●● NPCs are comparable to a "miniboss" or themed specialists. Their abilities and personal resources are meaningful enough to solve significant problems for the character, and they're meaningful, serious obstacles to other PCs in a situation where they conflict. NPCs of this rating still can't reasonably expect to defeat a PC in combat or categorically outdo them in their area of expertise, but they can present a stiff challenge. R2-D2, or generic SOLDIERS from Final Fantasy VII are examples. They represent a significant amount of investment and are time/cost/effort intensive to replace when lost.<br><br />
●●● NPCs are roughly at the same tier as PCs. They are serious combat entities, have skills that can solve the central problems of scenes, and can overall expect to viably compete with Player Characters; they might in fact be stronger than the character that has the Advantage in some areas. They usually have some Advantages dedicated to fleshing them out. Ash Ketchum's Pokemon team, including Pikachu, is a prime example. Losing these NPCs is prohibitively costly to the character, and significantly diminishes their effectiveness until they can get them back in action or replace them.<br><br />
Maximum ●●● NPCs can't be completely stronger or better than PCs.<br><br />
'''Related:''' If the character's '''NPCs''' have extremely limited function, or are personally irrelevant but amount to one of the character's main abilities, it may be valid to replace them with the Advantage itself. Tiny spy drones might just be represented with '''Remote Viewing''', or exploding suicide summons might just be a part of '''Combat Options'''.<br />
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{{!}} class="LogCell" {{!}} '''Power Copy - Derivative/Mirror'''<br />
{{!}} class="LogCell" {{!}} 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.<br><br />
'''Investment:'''Minimum ●●●●●<br><br />
'''Surcharge:''' ●● for Power Copy - Mirror.<br><br />
'''Related:''' There is no particular Advantage that can be pointed out in relation to Power Copy. It's important to note, however, that most characters with Power Copy also have Advantages that consistently show up no matter who they've copied, and it's highly encouraged to buy these Advantages for the character themself, instead of relying on trying to have them copied at all times.<br />
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{{!}} class="LogCell" {{!}} '''Quantum Solution'''<br />
{{!}} class="LogCell" {{!}} The character can produce situational solutions to seemingly most or any problems they encounter, which are unique, one-off, or otherwise non-replicable in a practical sense. Think MacGyver-esque ingenuity, arbitrary mad science gizmos, absurdly flexible but situational magic, miraculous luck, etc. As per the name, the concrete solution essentially doesn't exist until it suddenly does; it doesn't sit around forever "not being used". Quantum Solution allows the character to produce a solution to a single, discrete obstacle or challenge within a scene; the form this solution takes and how effectively it solves the problem are at the discretion of the scene runner, though the once per scene use of the Advantage isn't used up in a situation where an agreement cannot be reached.<br><br />
'''Required:''' A strong theming for the nature of the Advantage. A character cannot produce solutions of infinite different thematics of infinite genres.<br><br />
'''Protected:''' Always.<br><br />
'''Investment:''' Quantum Solution is always ●●●●<br><br />
'''Related:''' No Advantages are strictly related to Quantum Solution, given that it is a once per scene golden ticket. If the character is more likely to simply solve problems with their given Advantages in clever ways, and figuring out how to do so is the hard part, '''Hint''' can be a good source of prompts.<br />
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{{!}} class="LogCell" {{!}} '''Regeneration'''<br />
{{!}} class="LogCell" {{!}} The character can heal their injuries and physical damage they've taken. They might do this passively over time, or by using special healing spells or techniques on themself. This Advantage concerns "HP loss" and only strictly related symptoms.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' More effective healing.<br><br />
'''Related:''' If the character is able to heal other people with their powers, they require '''Healing''' to do so. '''Immunize''' is the Advantage for purging or shrugging off "status effects" done to the character.<br />
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{{!}} class="LogCell" {{!}} '''Remote Manipulation'''<br />
{{!}} class="LogCell" {{!}} The character can physically manipulate objects at long distance, as by telekinesis, elemental manipulation, magical puppet strings, sticking their hands through tiny portals, etc. This Advantage is always a form of utility, covering practical tasks that can be accomplished with physical manipulation, or using physically oriented Advantages the character possesses at a distance; it is typically not an effectual substitute for an Advantage the character doesn't have. The default assumption is a type manipulation commensurate with the character using their hands, but things like water or sand or fire will obviously default to a more abstract representation.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' More precise and varied manipulation at distance.<br><br />
'''Related:''' If the character's remote abilities vastly exceed their normal physical parameters, '''Strength''' or '''Superhumanity''' are necessary picks, such as to crush cars with the character's mind. Things like telekinetic flight and barriers are entirely different Advantages, such as '''Flight''' and '''Toughness'''.<br />
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{{!}} class="LogCell" {{!}} '''Remote Viewing'''<br />
{{!}} class="LogCell" {{!}} The character can look into places far away from them without being physically present, usually for the purposes of surveillance. This can be very mundane, such as with cameras and microphones or drones, or with fantasy equivalents like crystal balls, Scrying spells, and sense-linked familiars, to name some.<br><br />
'''Required:''' A criteria that determines valid places for the character to view, as opposed to "the entire Multiverse."<br><br />
'''Protected:''' Spying on PCs without their knowledge.<br><br />
'''Investment:''' Longer viewing range, greater penetration of security, and/or greater awareness of a viewed place or multiple viewed places at once.<br><br />
'''Related:''' Remote Viewing itself doesn't guarantee that nobody knows the character is looking in; the default assumption is that other characters can become aware that they're being watched without anything special. '''Stealth''' would apply to this kind of Remote Viewing, or laterally, '''Invisibility'''.<br />
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{{!}} class="LogCell" {{!}} '''Repair'''<br />
{{!}} class="LogCell" {{!}} The character can fix damaged or broken things up to a usefully functional state, far more quickly and effectively than would be possible with simple access to parts, plans, and time. They may just be implausibly effective with mundane repair methods, like a super mechanic or arbitrary mecha repair junkie, but oftentimes sci-fi nanobots or repair rays are involved like Eclipse Phase or Starbound, or else supernatural abilities like Josuke's Stand, Crazy Diamond, from Jojo's Bizarre Adventures.<br><br />
'''Required:''' A metric by which Repair is more limited than "any object fully and instantly."<br><br />
'''Investment:''' Faster, more complete, more varied repairs.<br><br />
'''Related:''' Repairs don't fix people. Even mechanical people. That requires '''Healing''', '''Regeneration''', '''Cure''', or/and '''Immunize'''. In some cases '''Resurrection''' might be appropriate, like bringing a dead robot or AI person back online.<br />
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{{!}} class="LogCell" {{!}} '''Resistance - Source'''<br />
{{!}} class="LogCell" {{!}} The character has an unusually high resilience to, or preventative measure against, a specific type of harmful or unwanted influence. A D&D red dragon's resistance to Fire, a Fate/ Servant's resistance to magecraft, a robot's resistance to poison, etc. This Advantage has variable usefulness against PC Advantages, but not simple PC means; Resistance - Fire works normally against a PC pickup up a torch or opening a nearby lava floodgate, but sharply gives way against a PC who manipulates or shoots fire. The amount to which it falls off vs PC Advantages largely depends on the PC's access to arbitrary equivalents. It's understood to be a dick move for a wizard with every element to slam Rubicante with fireball over and over again, but an Avatar Firebender is free to borderline ignore it completely, given that fire is their number one interaction method. Protected effects are always valid to hard resist.<br><br />
'''Required:''' N/A. See some examples of valid categories in the appropriate section.<br><br />
'''Credit:''' ● if the Resistance is against damage type and the character has Toughness at ●●● or higher, or if the Resistance is against an ambient factor and the character has Adaptation at ●●● or higher. The Credit applies to no more than two Resistances.<br><br />
'''Investment:''' More powerful resistances.<br><br />
'''Related:''' A Resistance cannot provide its complete effects vs environmental factors unless it is narrowly categorized against one specific factor, such as Resistance - Acid allowing the character to dip into a vat of acid. In almost all cases, '''Adaptation''' is still a necessary Advantage to deal with hazardous environments. If the character has a wide variety of specific elemental resistances, a high-rated '''Toughness''' with simple written caveats that it applies more to some elements than others, is much more appropriate. Any Resistance that would be covered by '''Intrusion Immunity''' requires that Advantage instead.<br />
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{{!}} class="LogCell" {{!}} '''Resurrection'''<br />
{{!}} class="LogCell" {{!}} The character can bring people back to life. Period. If they were dead, they aren't anymore. These people come back with all the functionality of their living selves, even if not necessarily in exactly the same shape.<br><br />
'''Required:''' Some criteria under which a dead character cannot be resurrected. Resurrection cannot be universally applicable on every random skull a character finds in a dungeon or name they find on a grave marker, because of how unduly laborious it is for scene runners to constantly fabricate NPCs out of nothing.<br><br />
'''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.<br><br />
Minimum ●●●●<br><br />
'''Surcharge:''' ●●●<br><br />
'''Related:''' Resurrection is absolutely not needed to revive, and in fact does not work on, a character who is merely "defeated", dying, or in critical condition. It may apply to, but is not strictly necessary for, characters who are "clinically" dead but still possible to save with ordinary medical attention. Since Resurrection only works on other characters, if the character who possesses it can come back to life, they require '''Immortality''' to do so.<br />
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{{!}} class="LogCell" {{!}} '''Skeleton Catch'''<br />
{{!}} class="LogCell" {{!}} The character can kill people dead full stop. They automatically fulfill the Catch associated with any form of Immortality, and the limitations of any form of Resurrection, unless they choose not to. This Advantage is an explicit exception to the notion that no Advantage automatically trumps another (though in reality, the existence of condeath typically means it's little more than a theoretical threat to other PCs). Examples are pretty rare, along the lines of Sekiro's Mortal Blade, Star Butterfly's killing spell, or the First Hassan from Fate/Grand Order.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Skeleton Catch trumps Immortality of the same Pip rating or lower. ●●● Skeleton Catch trumps Resurrection. Since NPCs don't use the Advantage system itself, ● kill NPCs that come back to life as a gimmick, ●● kills NPCs that come back to life as a major plot obstacle, and ●●● kills NPCs that essentially aren't killable without a plot.<br><br />
Minimum ● Maximum ●●● Obviously, lower or higher ratings than these aren't meaningful.<br><br />
'''Related:''' If you don't know what a Catch is, read '''Immortality'''.<br />
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{{!}} class="LogCell" {{!}} '''Skill - Field'''<br />
{{!}} class="LogCell" {{!}} The character is exceptionally skilled in an area of expertise whose practical applications are not wholly or mostly encompassed by another Advantage, and is useful enough to frequently have Advantage-worthy applications under various circumstances. The skill cannot grant the character use of other Advantages implicitly; Skill - Programming doesn't grant free '''Hacking'''.<br><br />
'''Required:''' A category of Skill, and at least two specific examples of how the skill is useful to the character in day to day RP circumstances. The category must be something grounded in reality. Skill - Magic isn't valid; "does magic" could mean anything.<br><br />
'''Investment:''' Greater capability to accomplish difficult tasks<br><br />
'''Related:''' This Advantage is a sort of mirror of '''Knowledge''', for relatively mundane but important learned attributes a character has which are academic rather than applied. Unusual skills with weapons or vehicles fall under '''Weapon Mastery''' and '''Vehicle Mastery''' respectively.<br />
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{{!}} class="LogCell" {{!}} '''Share Powers'''<br />
{{!}} class="LogCell" {{!}} The character can grant the use of one or more of their Advantages to other characters, such as by handing out equipment, bestowing magical enhancements, giving out blessings, synchronizing minds, etc. Having this Advantage means the character is able to provide others in the same scene with the benefits of any of their other Advantage Points of the same Pip rating or lower. The way that the Advantage looks in someone else's hands may change radically, but it functionally performs by the same limitations. Advantages are only shared during the same scene; the character can't lend out Advantages when they aren't around, or on a permanent basis (that would be covered by an Upgrade Application). Any Advantage with a Surcharge that is shared requires that the beneficiaries act in concert with the sharer; characters that are the recipient of Advantages like Teleportation or Invisibility can't all run off and use it for their own ends separately.<br><br />
'''Required:''' A description of the form in which the character shares their Advantages, usually defined as a broad thematic, like mad science gadgets or magical enchantments.<br><br />
'''Credit:''' ● if he character already possesses Contract at ●● or higher.<br><br />
'''Investment:''' Being able to share Advantages of an equal or lower Pip rating.<br><br />
Maximum ●●●<br><br />
'''Surcharge:''' ● if the character wants to be able to share a 4 or 5 Pip Advantage. This still requires ●●●.<br><br />
'''Related:''' Any Advantage listed as an invalid target of '''Power Copy''' cannot be shared by this Advantage. Having this Advantage obviates the need to take versions of an Advantage that exclusively effect the character or other characters, such as both '''Healing''' and '''Regeneration''', or '''Cure''' and '''Immunize''', at the same time; sharing '''Regeneration''' is healing another, sharing '''Healing''' with yourself is regenerating yourself. Strictly speaking, it's possible, though very rare, to make any valid Advantage explicitly affect only other people, in which case this works in the same way as the above. If the character wishes to divulge material to others on a large scale and/or semi-permanent basis, '''Wealth''' is required to do so.<br />
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{{!}} class="LogCell" {{!}} '''Speed'''<br />
{{!}} class="LogCell" {{!}} The character can act and/or react at speeds far beyond normal human capability. They might move at tremendous speed, such as with Sonic the Hedgehog, they might have incredible reflexes and mental speed, such as Wrath from Fullmetal Alchemist, or do pretty much everything at super speeds, like the Flash reading books or building walls in seconds. At least a small investment usually applies to extremely fast vehicles.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Greater potency of character speed. There isn't a hard scale on how fast a character can move or react with this Advantage, but it's loosely understood that a higher investment means that the character is faster than they would be with a lower investment; ● Speed doesn't get supersonic parkour.<br><br />
Minimum ●<br />
'''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.<br />
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{{!}} class="LogCell" {{!}} '''Split Actions'''<br />
{{!}} class="LogCell" {{!}} The character is able to split their attention, physically as well as mentally, to the ends of pursuing several different major courses of action at the same time, possibly even in different places. This can apply to character bits that are made up of multiple entities (though far from a majority of them), but also characters that create doubles or projections. For example, the typical JRPG party is rarely ever applicable, pretty much always sticking together and tackling the same objective, but a super AI forking its brain to be in a bunch of places, manipulating different systems, always is.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' By default, MCM expects that each player in a scene is getting One Big Thing done during each of their pose rounds, and doesn't allow for someone posing twice as much to be in two places advancing two different objectives, effectively "doubling their attendance". This Advantage allows a character to do exactly that (though no more than two). They can gun down a horde of zombies while hacking a computer mainframe, or perform a magic ritual while building fortifications.<br><br />
'''Minimum:''' This Advantage is always ●●●<br><br />
'''Related:''' The NPCs Advantage covers the vast majority of characters having underlings, monsters, allies, drones, etc. Darth Vader's troopers succeed only when he's on screen with them to contribute his big deal presence.<br />
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{{!}} class="LogCell" {{!}} '''Stealth'''<br />
{{!}} class="LogCell" {{!}} The character is adept at getting around unseed and undetected. Their stealth might be enhanced by, or wholly created by, camouflage technology, magical silence, extremely small size, etc. This Advantage covers "doing things stealthily" as a whole, rather than just moving around unnoticed. Solid Snake, Altair from Assassin's Creed, Garret from the Thief Series, and James Bond are examples.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' More effective stealth.<br><br />
'''Related: The main boundary of Stealth is that someone could be alerted to the character with enough mundane effort. If it's presumed the character just won't be seen until they do something to affect someone or something, it's in the wheelhouse of Invisibility.'''<br />
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{{!}} class="LogCell" {{!}} '''Strength'''<br />
{{!}} class="LogCell" {{!}} The character wields physical strength far beyond normal human capabilities, to the point that feats of strength alone become a valid way to solve a wide variety of problems. This Advantage is usually the primary physical focus of the character, like with the Incredible Hulk, Shizuo Heiwajima, Suika Ibuki, or Herakles.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' A greater ability to stretch physical strength into a problem-solving device. There isn't a hard scale of how much a character can lift, break, etc. with this Advantage, but it's loosely understood that a higher investment means that the character is stronger than they would be with a lower investment; ● Strength doesn't flex tanker ships.<br><br />
Minimum ●<br><br />
'''Related:''' '''Speed''' and '''Toughness''' are essentially counterparts to this Advantage.<br />
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{{!}} class="LogCell" {{!}} '''Superhumanity'''<br />
{{!}} class="LogCell" {{!}} The character has some combination of strength, speed, reflexes, durability, and/or stamina well above the human norm. They may favor some physical characteristics over others, but this Advantage is intended to be a way of easily representing a character being "generically" all around superhuman, extremely common in anime/comics/manga/video games/etc. With characters like Goku, Superman, Dracula, Cloud Strife, etc.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' A greater extent of superhuman physical capability. This Advantage is roughly equivalent to half as many Pips in Strength, Speed, and Toughness.<br><br />
'''Related:''' To emphasize a particular attribute instead of a whole, "generic" package, see '''Strength''', '''Speed''', and/or '''Toughness'''. Having all three as a more expensive way of having even greater physical prowess is explicitly okay. Superhuman senses are covered by '''Extraordinary Senses'''.<br />
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{{!}} class="LogCell" {{!}} '''Survival Skills'''<br />
{{!}} class="LogCell" {{!}} The character is expertly capable at providing for themselves and others without infrastructure suited to providing for people. This Advantage usually represents a bundle of closely related skills in navigation, foraging, identifying and being protected from things strictly related to "living off the land", or else abilities that trivialize it, like creating food and clean water with magic<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' This Advantage is always an Incidental Advantage. PCs being stuck out in the wilderness for long periods of time is almost never going to be a relevant challenge.<br><br />
'''Related:''' For meaningful protection against serious environmental dangers, and/or environmental protection that allows the character to be useful (as opposed to hiding in a shelter), see '''Adaptation'''.<br />
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{{!}} class="LogCell" {{!}} '''Teleportation'''<br />
{{!}} class="LogCell" {{!}} The character can travel from point A to point B instantaneously (or close enough). A Wizard's teleportation spell, Nightcrawler's Mutant power, Chell's Aperture Science portal gun, Goku's Instant Transmission technique, Star Trek Transporters, or even characters summoned by their name or some other trigger, like Beetlejuice or Hastur, are some examples amongst many.<br />
<br><br />
'''Required:''' The limitations to where the character can teleport, essentially a description of why the character can't teleport "anywhere and everywhere in the Multiverse". The trappings cannot be written along the lines of the character "being so fast they move instantly", or else it's just sneakily describing Speed; Teleportation is strictly a transport Advantage.<br><br />
'''Investment:''' ● Teleportation is limited to instant travel to places within the character's immediate surroundings that they have the ability to access already, as a sort of "flash step" or similar. ●● Teleportation allows a character to go through most walls and obstacles, and get to most places in a scene, with some salient limitation to their destination. ●●● Teleportation allows basically unrestricted access to anywhere within a scene with only very minor limitations. 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.<br><br />
'''Surcharge:''' ● Teleportation has no Surcharge. ●● Teleportation has a ● Surcharge. ●●● Teleportation has a ●● Surcharge.<br><br />
'''Related:''' If the character can go through walls and such without instant travel, see '''Intangibility'''. If the character can do other things than "get to point B" seemingly instantly, you'll need '''Speed''' instead, and probably at a high investment. If the character creates wormholes or warp pads for a sort of persistent teleportation, you'll want '''Field Shaping''' to place teleportation features into a scenescape. Catching and/or redirecting attacks through little wormholes is likely going to be a use of '''Defensive Paradigm'''.<br />
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{{!}} class="LogCell" {{!}} '''Temporal Acceleraton'''<br />
{{!}} class="LogCell" {{!}} The character can cause other things to experience the passage of time at a highly accelerated rate. This could cause plants to grow, weapons to rust, animals to mature, concrete to dry, machines to work faster, etc. The degree of acceleration always depends on how meaningful it is for the acceleration to occur. Ageing a bottle of wine is trivial enough to be arbitrarily accomplished. Causing the reactor of a starship to run out of power so it falls out of orbit is a very significant, and thus very difficult, task.<br><br />
'''Required:''' N/A<br><br />
'''Protected:''' When applied to PCs or their possessions as per Deconstruction.<br><br />
'''Investment:''' Applicability to more narratively impactful targets.<br><br />
'''Related:''' Temporal Acceleration does not equate to super speed. Time-flavored speed boosts like Haste spells still require '''Speed''' or '''Superhumanity''', and '''Share Powers''' is required to lend the full weight to others. '''Buffs''' may be a substitute for generically increasing speed as part of an overall increase in competence.<br />
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{{!}} class="LogCell" {{!}} '''Time Loops'''<br />
{{!}} class="LogCell" {{!}} The character can create closed time loops with themselves, defined as an iteration of them from the future briefly returns to the present to assist them in some way, and then at the same point in the future, the character undertakes the same action of returning to the same point in the past. This is the only form of personal time travel that MCM naturally accommodates, as it involves no retcons or dependencies. The usefulness of the future selves depends mostly on how much "being further along the line" matters to the current situation; the character's future self might come bearing warnings of danger, solutions to puzzles, clues to a mystery, items recovered past the current obstacle, etc. Though this Advantage technically doesn't have Protected limitations, consulting with the scene runner is obviously necessary to know what the future self gets to access.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Minimum ●●●<br><br />
'''Related:''' While having no particular limit on its use, the wide variety of things that a time loop can accomplish are bounded very narrowly within the theme of "the progression of time being able to solve it". For a "silver bullet" to just about any challenge, see '''Quantum Solution''', which contains a maximum use of once per scene.<br />
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{{!}} class="LogCell" {{!}} '''Time Stop'''<br />
{{!}} class="LogCell" {{!}} The character has the ability to stop time, or else somehow act instantaneously, outside the bounds of "super speed", differentiated by the presumption that the character is taking an actions that usually resolve first and are followed second at great difficulty, rather than applying the "super fast" adjective to their actions. While this Advantage doesn't technically have Protected limitations, adherence to the basics of our Advantage policy implicitly limits its ability to behave dictatorially on other players.<br><br />
'''Required:''' N/A. We leave it up to the player to define what means or mechanic it is that guarantees other PCs "a save", as per our Intensity of Effect rules.<br><br />
'''Investment:''' Time Stop at a ● rating is strictly limited in what actions the character can use it for, amounting to a number of small stunts that exist in laterally related space to things like speed, reflexes, teleportation, special dodges, attack gimmicks, etc. The character might be unable to interact with the world, or only accomplish single motions, or skip time without getting to change what they started doing. Hit's initial appearance in Dragon Ball Super is a solid example.<br><br />
<br />
Time Stop at a ●● rating has considerable constraints on its use such that it's plausible to resist or contest it with mundane extra effort, awareness, and/or cleverness, or else it isn't very subtle or versatile, but is still a considerable advantage in any time-sensitive context. Nox from Wakfu, Esdeath from Akame ga Kill, the Time Clow Card, and most video game incarnations such as Devil May Cry or Bayonetta, fall here.<br><br />
<br />
Time Stop at a ●●● rating is a primary power wherein the stopped time is reliably and easily accessed with a full range of available actions, letting the character enhance most things they do. The enhanced actions are very difficult to keep track of or brute force past, and are a predominant gimmick added to interactions. Dio Brando from JoJo's Bizarre Adventures and Homura Akemi from Puella Magi Madoka, are credible examples.<br><br />
'''Surcharge:''' ●● for ● Time Stop, ●●● for ●● Time Stop, ●●●● for ●●● or higher Time Stop.<br><br />
'''Related:''' Time Stop, by its nature, overlaps with small sections of functionality from '''Invisibility''' and '''Teleportation''', but cannot seriously supplant them; the character cannot simply "be invisible" for any amount of time they're around, nor do they get from place to place with any extra convenience. Likewise, though a primary part of Time Stop's importance in fiction is skipping the process by which people can watch it the character do things and jump in to interrupt, what the character accomplishes isn't necessarily subtle in any way; '''Stealth''' is still required to do most major things "without anyone knowing it happened", instead of just "without anyone seeing the character do it".<br />
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{{!}} class="LogCell" {{!}} '''Toughness'''<br />
{{!}} class="LogCell" {{!}} The character can take much more damage than a human normally could. Whether they're naturally super tough, use strong armor, energy shielding, psychic or magic barriers, or just have a ton of metaphorical HP, what matters is that they can take a lot more damage.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Greater defensive strength.<br><br />
Minimum ●<br><br />
'''Related:''' For strong protection against narrow sources of damage, or things that aren't strictly damaging, see '''Resistance'''. If the character is "tough" because they're really good at defending themselves, likely see a '''Weapon Mastery''' or '''Defensive Paradigm'''. For powerful passive protection against environments, see '''Adaptation'''.<br />
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{{!}} class="LogCell" {{!}} '''Unlimited Activity'''<br />
{{!}} class="LogCell" {{!}} The character can keep expending their energy or resources on a task near or effectively indefinitely. They might have superhuman reserves of stamina that let them run or labor for days, a way to constantly gather infinite magic, a power source that can run devices for the foreseeable future, or even just an inexhaustible pile of ammunition and expendables.<br><br />
'''Required:''' The resource or resources the character has in abundance.<br><br />
'''Investment:''' Unlimited Activity is always an Incidental Advantage; the frame of time over which it's relevant exceeds a single scene, and is mostly flavor space.<br><br />
'''Related:''' If a character doesn't need even the bare basics of life to keep working, they require '''Imperishable'''.<br />
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{{!}} class="LogCell" {{!}} '''Vehicle Mastery - Type'''<br />
{{!}} class="LogCell" {{!}} The character has a considerable level of prowess with a certain kind of mount or vehicle. When in the saddle or behind the wheel, they can pull off a variety of expert maneuvers and stunts that wouldn't be possible for someone merely licensed. Obviously, the character is presumed to just have access to basic examples of the relevant ride.<br><br />
'''Required:''' The type of mount or vehicle the character is extraordinarily skilled with This Advantage is category bounded; one purchase covers a limited breadth of mastery. Look further down the page for some acceptable examples.<br><br />
'''Investment:''' Greater proficiency with the chosen mount or vehicle, including when accessing one that is part of the scene.<br><br />
Minimum ●. Nobody needs to justify driving a sedan to a store or riding a horse at a walk.<br />
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{{!}} class="LogCell" {{!}} '''Water Prowess'''<br />
{{!}} class="LogCell" {{!}} The character has extremely high effectiveness in all things regarding acting on or under the water. When swimming, diving, sailing, etc. water features have little bearing on them as a hazard or obstacle, whether from pressure, drowning, currents, or similar. This capability may extend to similar liquid obstacles, depending on rating though it won't protect them from the dangers of things like lava or acid.<br><br />
'''Required:''' N/A<br><br />
'''Credit:''' ●●<br><br />
'''Investment:''' Since one Pip is enough to gain a ●●● rating, investing beyond this point is only for consummate specialists, for mastering the most outrageous and unreasonable obstacles, performing the most improbable of stunts, or extending their prowess to less related liquid environments.<br><br />
'''Related:''' This Advantage represents an all in one package of everything related to water capability. If the character has incidental abilities surrounding traversing or navigating water, these can usually be part of a '''Mobility''' and/or '''Adaptation''', which are allowed to be broad and give the character other tricks as well. This Advantage provides the character no resistance against water-type attacks, which would be covered by '''Toughness''' or '''Resistance'''.<br />
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{{!}} class="LogCell" {{!}} '''Weapon Mastery - Type'''<br />
{{!}} class="LogCell" {{!}} The character has a considerable level of prowess with a certain kind of weaponry or certain combat style. Within their arena of expertise, they are capable of executing a variety of stunts and maneuvers outside the grasp of merely hitting and blocking. Obviously, the character is presumed to just have access to basic examples of the relevant weaponry. Their capabilities only extend to what could be accomplished with any example of the weapon; sword beams and hammer explosions aren't a form of mastery.<br><br />
'''Required:''' The type of weaponry or style of combat the character is extraordinarily skilled in. This Advantage is category bounded; one purchase covers a limited breadth of mastery. Look further down the page for some acceptable examples.<br><br />
'''Investment:''' Greater proficiency in the chosen weapons or style, including when picking up weapons that are part of the scene. An Incidental Weapon Mastery is nothing more than barebones proficiency, however, and even more "just for show" than usual.<br><br />
'''Related:''' A character who is nominally skilled at fighting with one or more weapons, but mostly just attacks straightforwardly with them, rather than stunting off of them, should get by fine with '''Combat Options''', or if they have a special technique or two, '''Arsenal - Melee''' and/or '''Arsenal - Ranged'''.<br />
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{{!}} class="LogCell" {{!}} '''Wealth'''<br />
{{!}} class="LogCell" {{!}} The character is unusually wealthy in a liquid sense; they have so much money to casually throw around that they can buy away a lot of problems on the spot, and bankroll large projects. Having access to items that are available to ordinary people, but are normally way too expensive, can be assumed to be part of this Advantage.<br><br />
'''Required:''' N/A<br><br />
'''Investment:''' Greater wealth.<br><br />
'''Related:''' The character can likely bribe, hire, or pay off people for help on the scene, but for hirelings that the character usually or always has access to, you need '''NPCs'''.<br />
|}<br />
</div><br />
</div><br />
<br />
=Advantage Category Examples=<br />
<br />
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.<br />
<br />
==Bane==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| '''Modern Mythos Supernaturals''' -- Werewolves, vampires, zombies, famous regional monsters such as yeti or chupacabra, most ghosts, some instances of demonic possession, etc.<br />
<br />
'''Classical Folklore Monsters''' -- Gorgons, basilisks, sea serpents, banshees, hydra, faerie, most dragons, etc.<br />
<br />
'''Eastern Tradition Creatures''' -- Youkai, Ayakashi, spirits and gods of individual objects or locations, evil ghosts borne of improper burial, archetypes of Kitsune, Yuki Onna, etc.<br />
<br />
'''Undead''' -- Ghosts, vampires, liches, skeletons, zombies, various necro-horrors, etc. up to and including “technically dead” targets, such as zombies by lethal infection rather than necromancy.<br />
<br />
'''Mechanical Beings''' -- Cyborgs, androids, most robots, various forms of AI with relevant physical access, etc. Does not cover robots too simple to be called beings or that are clearly accessories, like a manufacturing arm or a tank.<br />
<br />
'''Divine Power Users''' -- Gods, demigods, avatars of such, typically all kinds of angel and equivalent divine servant, priests/clerics/shamans/monks, etc. that directly invoke a divinity’s power.<br />
<br />
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:<br />
<br />
'''Profane''' -- Creatures declared anathema by a primary divine power, and which are subjugated, harmed, or repelled, by divine power. Depending on theme, this could be almost anything. 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.<br />
<br />
'''Dragons''' -- If it’s a big, scaly, winged and tailed, flesh and blood creature, likely with some sort a damage dealing breath, it probably counts. It doesn’t matter whether it’s called a Drake or a Wyvern or a Lung or a Fell Beast; a dragon is a dragon is a dragon. Conversely, this sometimes might not apply to some entities that use the name “dragon” only in metaphor or homage, as clearly some kind of elemental or space god, or something like a dragon-shaped rock golem.<br />
|}<br />
==Immortality==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| Immortality is concerned with acceptable Catches rather than a category itself. Some unofficially named examples are:<br />
<br />
'''Extreme Overkill:''' The character is killed for good when hit with unreasonable amounts of firepower in a short period of time, essentially “killing them really really dead”. At ●●● they might need them to be completely obliterated. At ●● it caps out around grossly excessive violence that doesn't typically exist in accidents or fights. At ● it thwarts incidental or dubiously credible deaths that didn't have a serious attempt at following up ("nobody could have survived that fall").<br />
<br />
Cell from Dragon Ball Z, the Thing, and many iterations of Godzilla, are examples.<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
The God Tier mechanics of Homestuck characters fall here, as well as the Undead from Dark Souls, or any number of characters that carries some kind of self-resurrection mcguffin.<br />
<br />
'''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.<br />
<br />
A massive list of classical monsters could go as examples, such as vampires and stakes to the heart, as well as the Highlander series, and every other boss from the Resident Evil series.<br />
<br />
'''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.<br />
<br />
Character examples include Voldemort from Harry Potter, 2B and 9S from Nier: Automata, and every single Lich ever.<br />
<br />
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.<br />
<br />
'''Proxies:''' The character works through expendable proxy forms instead of being physically present at the action. Usually, the canon Catch in this form of immortality is that the character has to be tracked down to their real location and killed in the flesh, but this isn't acceptable as the sole Catch on MCM, since someone has to exit the scene to do so. The character must be subject to some kind of sympathetic trauma from damage to the proxy, or the proxy must present a way for something to deal damage to the character through it. A ●●● example entails the proxies being expendable enough to repeatedly throw at a single danger. Fatal feedback would require killing multiple proxies, or inflicting as much extensive injury to one as possible before destroying it. A proxy link could be as narrow as uploading a tailored virus through a robotic body, or exorcising a character possessing someone. At ●● that feedback can be lethal if the proxy is damaged to an egregious extent, or a link might be more like electrically overloading a robot body, or destroying a homunculi's animating gem. At ● the proxy is only sufficient to prevent the character being killed under controlled or low-stakes circumstances, such as sent in advance into a dangerous unexplored room or to trigger a trap as a failsafe, and feedback ensures that they wouldn't want to do so more than once or twice per scene. A proxy link in this case would be as broad as "anyone meaningfully intend to kill the character behind the proxy, instead of just destroy the proxy and remove their involvement."<br />
<br />
Character examples include Neo from the Matrix, Motoko Kusanagi from Ghost in the Shell, and the Tenno from Warframe.<br />
|}<br />
==Knowledge==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| '''Computers''' -- Finding evidence of forced entry, learning how to operate unfamiliar systems, analyzing the capabilities of robots by their programming, tracking by someone’s internet activity, etc.<br />
<br />
'''Occult''' -- Knowing favored items to negotiate with spirits or things that repel them, resolving the unfinished business of a ghost, decoding ciphers in arcane texts, etc.<br />
<br />
'''Psychology''' -- Attempting to ascertain someone’s honesty, psychological profiling, finding the right approach in interrogation or negotiation, dealing with victims of traumatic events, etc.<br />
<br />
'''Tactics''' -- Anticipating an ambush, predicting an enemy’s movements ahead of time, reading into a goal or strategy through a group’s actions, picking naturally defensible places to build, etc.<br />
|}<br />
==Resistance==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| 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).<br />
<br />
'''Fire and Heat''' -- Immune: Natural heat such as the air of a desert or volcano. Forest fires, burning clothes, or a naturally occurring magma pool.<br />
<br />
Resistant: Flamethrowers, plasma guns, critical reactor heat, fire spells, stellar exposure, etc.<br />
<br />
'''Toxins and Disease''' -- Immune: Ordinary diseases and infections, and toxins that are “bad for you” but don’t have consequences that would manifest within a scene, asides maybe throwing up.<br />
<br />
Resistant: Supernatural or magical diseases or illnesses, curses of poor health, chemical weapons, weaponized viruses, animal venoms, lethal poisons, etc.<br />
<br />
'''Arcane''' -- Immune: Minor cantrips, mild hazard spells, pockets of wild magic, or Protected effects such as polymorphs or disintegrations.<br />
<br />
Resistant: Direct forms of arcane attack or impediment, like magic missiles, curses, explosive runes, binding spells, offensive teleports, etc.<br />
<br />
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.<br />
|}<br />
<br />
==Skill==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| '''Architecture''' -- Building useful structures, reinforcing existing ones to combat readiness, renovating a ruin into a home base, finding structural weak points for demolition, discovering secret rooms, etc.<br />
Mechanical Engineering -- Assessing the purpose of an unknown device, manually operating things like bridges, hangars, and generators, performing standard manual repairs, salvaging for useful parts, performing tuning, upgrades or restorations, etc.<br />
<br />
'''Scouting''' -- Tracking quarries, finding secret passages, discovering or making shortcuts, erasing tracks, picking up on environmental signs, etc.<br />
<br />
'''Spelunking''' -- Navigating, map making and reading, climbing and rappelling, squeezing through small spaces, reading air currents and natural signs, finding things in the dark, etc.<br />
|}<br />
==Vehicle Mastery==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| '''Aerospace Superiority''' -- Jets, combat planes, bombers, starfighters, VTOLs, etc. Works for equivalent flying riding animals such as pegasus knights, griffons, and dragon riders, etc. so long as air combat is happening. Would need an additional Point for exceptionally skilled ground riding.<br />
<br />
'''Air-Ground Support''' -- Helicopters, gunships, landing craft, space troop transports, etc. Likewise large, low-flying riding animals can work here, like dragon strafing runs.<br />
<br />
'''Watercraft''' -- PT boats, hovercraft, jet skis, speed boats, kayaks, amphibious vehicles, etc. Practically any marine creature significantly smaller than a whale.<br />
<br />
'''Fully Staffed Ships''' -- Destroyers, frigates, battleships, etc. of the water, space and air varieties. Riding equivalents are usually colossal war beasts or flying whales or the like.<br />
<br />
'''Automobiles''' -- Cars, trucks, ATVs, jeeps, tractors, APCs, armored vans, etc.<br />
<br />
'''Military Heavy Armor''' -- Tanks, APCs, self-propelled guns, drawn siege-engines, war elephants and similar big stompy monsters, etc.<br />
<br />
'''Single Riding''' -- Motorbikes, jet skis, snowmobiles, horses, etc. Most mounted ground combat could be covered.<br />
<br />
This Particular Advantage allows for extremely limited selections with broad roles, such as:<br />
<br />
'''Flying Cavalry Beasts''' -- Would allow solely for things such as pegasi, griffons, etc. but would cover all aspects of riding them, air, ground, support, dogfighting, mounted combat, etc.<br />
<br />
'''Humanoid Mecha''' -- Similarly, this allows for mecha combat in space, in the air, on the ground, etc. so long as it’s a giant metal person and acts like one.<br />
|}<br />
==Weapon Mastery==<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| <strong>Examples</strong><br />
|-<br />
| '''Polearms''' -- Spears, pikes, halberds, glaives, naginatas, polehammers, scythes, shock staves, etc.<br />
<br />
'''Chopping Blades''' -- Cleavers, axes, hatchets, halberds, machetes, etc.<br />
<br />
'''Heavy Strikers''' -- Maces, hammers, war picks, polehammers, clubs, batons, realistic flails, suitably sized improvised cudgels, etc.<br />
<br />
'''Modern Small Arms''' -- Typical rifles, shotguns, handguns, submachine guns, etc.<br />
<br />
'''Explosives''' -- Grenades, rockets, missiles, fuse and barrel bombs, cannonballs, etc.<br />
<br />
'''Hand-To-Hand''' -- Claws, powerfists, knuckle weapons, pile bunkers, etc. May include unarmed combat itself, or things such as knives used as CQC enhancers.<br />
<br />
'''Flexible Wire''' -- Whips, weighted chains, mono-wires, lassos, tentacle spells, etc.<br />
<br />
'''Martial Arts Sticks''' -- Various staves, escrima sticks, tonfas, nunchaku, three-section staff, etc.<br />
<br />
'''Mounted Heavy Weapons''' -- Missile launchers, miniguns, autocannons, ballistae, mangonels, etc.<br />
<br />
'''Archaic Hand-Powered Projectile''' -- Bows, crossbows, javelins, throwing knives, shuriken, etc.<br />
<br />
This particular Advantage allows for extremely limited selections with broad roles, or extremely broad selections with limited roles, such as:<br />
<br />
'''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.<br />
<br />
'''Personal Sniping''' -- Just about any weapon that could be used by an individual to believably engage in sniping, from marksman and anti-materiel rifles to longbows or lasers, but no matter what they use, any of these weapons will fill the role of “sniper”, with their other qualities mostly being perks and window dressing. The extreme focus affords a versatile selection of weapons in that role.<br />
|}<br />
<br />
=Rules on Trappings=<br />
<br />
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.<br />
<br />
==="Conceptual" and "Molecular" Terms===<br />
<br />
Advantages that work on a “conceptual” level cannot include said terminology in their trappings. Advantages have to explain what they actually do in clear terms, and utilizing "conceptual" language does exactly the opposite of this by reaching into abstract territory. “Molecular level control” is understood to be effectively the comic book equivalent of this.<br />
<br />
===The Et Cetera Rule===<br />
<br />
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.<br />
<br />
'''-Acceptable:''' “Black Mage has the magical power to fire blasts of elemental energy (fire, ice, lighting, etc.)” The “etc.” clearly indicates extra elements, but the magic itself has a clear and sufficiently narrow scope. Black Mage could shoot dark or water or earth element attack spells, but it doesn't expand on the utility of the Advantage, merely the VFX.<br />
<br />
'''-Unacceptable:''' “Doppelganger has the ability to completely transform his body into that of a different creature, such as a bear, spider, dragon, werewolf, android, etc.” The “etc.” has no clear bounding or obvious continuation. None of the listed examples are intuitively related, and the entry could spiral into turning into planet-sized space whales for all the reader knows.<br />
<br />
===Hard Numbers and Figures===<br />
<br />
In almost all cases, defining the limits of Advantages through specific, hard and fast numbers will result in being bounced back for revisions. MCM is not a roleplay where comparing statistics is very meaningful, and our Advantages system runs on narrative effectiveness, not power levels. Exactly how many tons a character can lift, how many kilometers per hour they can run, how many kilojoules their laser gun fires, etc. should not appear in Advantages. "Lift a semi truck", "sprint as fast as a car", or "melt holes in battle tanks" are useful and acceptable alternatives.<br />
<br />
===Meta Reference and Rules Restatement===<br />
<br />
Advantages should not be written so that their trappings reference the Advantage system as a meta entity. Dictating interactions with Advantages by their official names or Pip counts, directing the reader around an Advantage section like a wiki, reiterating universal rules on scope/range/etc. is either making pseudo-policy calls, or already implicit in it being on MCM at all.<br />
<br />
=Advantage Policy=<br />
<br />
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.<br />
<br />
'''Non-Player Characters Don't Have Advantages:''' The Advantage system is the core method for PCs to interact with each other and RP as a whole. The many entities that will exist as fixtures of scenes do not adhere to, or benefit from, the same system. NPCs (not the Advantage) abstractly have "whatever abilities are good for the story and fun", and can't enforce things like Skeleton Catch or Power Copy, nor do they possess meaningful tiers of things like Resistance or Anti - Power that trump or cede to characters mechanically. Sometimes this means that plot entities can exceed parameters normally available to PCs for the sake of a story, but never as a long term or irremovable fixture that can still push PCs around.<br />
<br />
'''Threat to Player Characters:''' MCM requires that all player characters are capable of being threatened by reasonably significant bodily danger. Serious enemies and hazards should always be able to present as credible risks to PCs regardless of theme. Though what matters might vary from PC to PC, there is no way to "switch off" the potential for consequences to a character.<br />
<br />
'''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.<br />
<br />
'''Range of Effect:''' Any Advantage that targets another PC is assumed to use a delivery mechanism that is avoidable, even if it doesn't in the source material. To put it another way, Everyone Gets A Save Against Everything. All combat powers are assumed to function with range and methodology which permits meaningful interaction between all players.<br />
<br />
'''Scope of Effect:''' In day-to-day use, Advantages shouldn't exceed a Scope of Effect of one city block, the upper end of which we identify as Kowloon Walled City. When mass destruction happens, we want it to be a plot-significant event, such as when Alderaan is destroyed by the Death Star; not Nappa blowing up a city for giggles. Places with little or no plot significance can play more fast and loose with this rule.<br />
<br />
'''Interaction with MUSH Meta-Elements:''' Advantages that interact with natural Warpgates, Unification, or any other element of the MUSH's back-end, are not possible to have. You can't "de-unify" or leave the Multiverse or MUSH setting.<br><br />
<br />
Additionally, there are a couple of miscellaneous, but important and pertinent rulings on specific uses of Advantages that result in them going outside the bounds of acceptable play.<br />
<br />
'''On Gestalts:''' Certain character concepts can make more sense to apply for as an amalgamation of multiple characters, rather than arbitrarily choosing one and designating the rest as NPCs. This is most common in cases where a pair of protagonists or a group of characters are presented with equal prominence and their dynamics with each other are the central focus. In these cases, where an applicant is applying for a duo or squad as a single bit, we expect that the entire duo or squad functions at exactly the level of one PC ''when all constituent members are participating in something''. A gestalt of two characters is effectively half a character if only one is present and doing something. The bit just plain does not have access to the abilities of characters who aren't present, Likewise, '''all individuals in the gestalt must be represented in the bit's Trouble'''; it is not acceptable to tactically exclude members from a situation in which a Trouble might be tripped. The entire gestalt has one amalgamate "life bar" and/or resource pool like any PC.<br />
<br />
'''On Force Fields and Energy Shields:''' Personal barriers that block incoming damage are common fixtures; a skintight energy shield from a high-tech suit of armor, a mental force field bubble projected by a psychic, or a barrier of magical energy summoned around a wizard to protect himself. These Advantages are okay to apply for, but require some extra consideration when portraying them on MCM.<br><br />
When these Advantages are played, we '''require''' that taking significant damage incurs some kind of strain as a result, so the conceit of force fields completely shutting down damage and guaranteeing the character's safety up until their arbitrary failure point doesn't work out. The armor has a shallow shield with a fast recharge that accrues repeated spillover, the psychic taxes their mental reserves, the wizard takes magic burn damage, etc. Essentially, players don't get to decide on a point of "okay, ''now'' this enemy/hazard matters to me".<br />
<br />
'''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.<br />
<br />
'''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.<br />
<br />
On a related note, '''there is no such thing as Advantages that implicitly exist'''. Robot NPCs don't confer a free version of Skill - Computers because "logically the character should be a computer wiz to make robots".<br />
<br />
<br />
----<br />
<br />
[[Category:News File]]</div>Relianthttp://multiversemush.com/mw/index.php?title=Power_Copy&diff=16393Power Copy2020-02-18T02:33:40Z<p>Reliant: /* Contracts - Collateral/Exchange */</p>
<hr />
<div>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.<br />
<br />
# 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.<br />
# Copied Advantages may not be shared through Share Powers, or Contract.<br />
# These Advantages cannot be copied, or shared through Share Powers or Contract: Immortality, NPCs, Quantum Solution, Resurrection, Share Powers, and Split Actions. '''One exception applies:''' Immortality can be granted through Contract.<br />
# 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.<br />
# Neither Power Copy or Contract can be put into force "off-screen."<br />
# No PC or NPC may be held to more than one Contract at a time, unless a second contract is purely punitive.<br />
==Power Copy - Derivative==<br />
Derivative Power Copy is a limited-scope ability to steal an attack or similar limited-scope "something" 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.<br />
<br />
Note that this is not the same as four ''USES''.<br />
<br />
==Power Copy - Mirror== <br />
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 "what you get". 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. <br />
<br />
Note that this is not the same as three ''USES''.<br />
<br />
==Contracts - Collateral/Exchange==<br />
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. This models Faustian bargains, boons and curses, magical geases, and simple commitments of aid. Contracts expire after '''3 months'''.<br />
<br />
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.<br />
<br />
Exchange Contracts establish terms under which the Contract is validated, and the conferred Advantages are activated.<br />
<br />
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.<br />
<br />
Contracted Advantages are '''not subject to the consent of the beneficiary'''. They may be withdrawn by the benefactor at any time.<br />
<br />
<br />
----<br />
<br />
[[Category:News]]</div>Relianthttp://multiversemush.com/mw/index.php?title=Power_Copy&diff=16392Power Copy2020-02-18T02:19:26Z<p>Reliant: </p>
<hr />
<div>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.<br />
<br />
# 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.<br />
# Copied Advantages may not be shared through Share Powers, or Contract.<br />
# These Advantages cannot be copied, or shared through Share Powers or Contract: Immortality, NPCs, Quantum Solution, Resurrection, Share Powers, and Split Actions. '''One exception applies:''' Immortality can be granted through Contract.<br />
# 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.<br />
# Neither Power Copy or Contract can be put into force "off-screen."<br />
# No PC or NPC may be held to more than one Contract at a time, unless a second contract is purely punitive.<br />
==Power Copy - Derivative==<br />
Derivative Power Copy is a limited-scope ability to steal an attack or similar limited-scope "something" 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.<br />
<br />
Note that this is not the same as four ''USES''.<br />
<br />
==Power Copy - Mirror== <br />
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 "what you get". 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. <br />
<br />
Note that this is not the same as three ''USES''.<br />
<br />
==Contracts - Collateral/Exchange==<br />
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. This models Faustian bargains, boons and curses, magical geases, and simple commitments of aid. Contracts expire after '''3 months'''.<br />
<br />
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.<br />
<br />
Exchange Contracts establish terms under which the Contract is validated, and the conferred Advantages are activated.<br />
<br />
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.<br />
<br />
<br />
----<br />
<br />
[[Category:News]]</div>Relianthttp://multiversemush.com/mw/index.php?title=Help_Files&diff=16361Help Files2020-02-14T01:11:46Z<p>Reliant: </p>
<hr />
<div>This is an index of commands used on the MUSH. Simple code will be explained on this page without further documentation, while more complicated code will have a link to an expanded help document.<br />
<br />
Note that, when something uses a stand-in like <text>, it is usually a placeholder for user input.<br />
<br />
This is a work-in-progress!<br />
<br />
{|class="wikitable"<br />
|-<br />
| '''Syntax'''<br />
| '''Usage'''<br />
|-<br />
| +admin<br />
| Lists the Administrators on the MUSH. Do not bother off-duty Admin except in an emergency!<br />
|-<br />
| +adv <target><br />
| Shows the target player's [[Advantages]].<br />
|-<br />
| +dice <numofdice>d<numofsides><br />
| Rolls <numofdice> of <numofsides> dice and announces the results to the room. For example, +dice 1d10 rolls one ten-sided die.<br />
|-<br />
| +flaws <target><br />
| Displays the target's +flaws/[[Disadvantages]].<br />
|-<br />
| +flip<br />
| Simple coin flip that gives you a heads or tails result.<br />
|-<br />
| +help, +help <topic> +help/<submenu>, +help/<submenu> topic<br />
| Displays the +help index, the +help file for the specific topic, the +help index for a particular submenu, and a +help file within a specific submenu respectively.<br />
|-<br />
| help timezones<br />
| Provides instructions for setting up your timezone. Must be done for each alt in order for +scenes to display properly. Set with &tz me=<region>. See 'help timezones#' for a list of regions.<br />
|-<br />
| +invite <person><br />
| Sends a request to another player to either +summon you to their location, or to +join you at your own.<br />
|-<br />
| +join <person><br />
| If the target is in a public room, this will move you to them. If they are set unfindable or are in a protected room, they will need to +invite you first.<br />
|-<br />
| +ooc <message>, +ooc :pose, +ooc ;pose<br />
| Allows one to make a statement or power with <OOC> prefixed, to allow those in the room to know that the statement/pose/etc. is OOC.<br />
|-<br />
| +oocfinger <target><br />
| Shows the +oocfinger information for <target>, i.e. '+oocfinger Ash' would show the +oocfinger info for Ash. OOC Fingers are customizable areas for information such as how you play your character or to tell a bit about yourself. To modify your OOC finger, type '&attributename me=Info'; for instance, &plan me=This is my plan!<br />
|-<br />
| +plot<br />
| Shows the plot tracker. Used for tracking ongoing plots and their schedules.<br />
|-<br />
| +port <Name or Number><br />
| An easy way to get around the grid! The name does not need to be exact, but if there are multiple matches it will list them instead of porting you. Using the number (#1070 for instance) will always work. To get a list of rooms and room numbers, use +roomlist.<br />
|-<br />
| +radio/on, +radio/off, +radio <Target or Target List>=<Message><br />
| Turns your in character radio on or off, and lets you send +radio messages to a target player or multiple target players.<br />
|-<br />
|}<br />
<br />
[[Category:News File]]</div>Reliant