Meta Point: Difference between revisions
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==Unlockable Meta-abilities== | ==Unlockable Meta-abilities== | ||
These abilities can be obtained through [[Level]]-ups, usually every even level, unless the Game-Master says so. | These abilities can be obtained through [[Level]]-ups, usually every even level, unless the Game-Master says so. Create-A-Meta-Die is given automatically at 1st level so a character should always have access to that Meta-ability. | ||
===Safe-6=== | ===Safe-6=== | ||
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===React-4=== | ===React-4=== | ||
'''React-4''' is a Meta-ability that, for '''4 MP''', can allow the user to gain an additional Reaction during their off-turn. | '''React-4''' is a Meta-ability that, for '''4 MP''', can allow the user to gain an additional Reaction during their off-turn. This ability can be used repeatedly during the same-off turn for a number of times equal to half the user's level (rounded up). Remember that a Reaction only allows one Action or activity, to perform multiple actions in a Frame, you need to use '''Action-8'''. React-4 and Action-8 can be used together to gain an extra Action Frame outside your turn. | ||
===Survive-1=== | |||
'''Survive-1''' (aka, Survive with 1), is a passive in which a character may survive an otherwise deadly death or defeat, allowing them to live, fight and play another day. This ability has a variable cost, reducing the user's MP to 1. If the user has no MP, this ability fails to activate. As an additional cost, the user's MaxMP is reduced by 4 minus the MP spent to trigger this ability, to a minimum of 1. If the user's MaxMP is reduced to 0 in this way, the character is no longer considered a [[Metaforce-user]] and can't spend experience points to raise their Max MP, they can still gain Max MP via Level-ups. | |||
Conceptually, Survive-1 requires the Game-master to describe a series of events or contrivance in order to allow the character to live, inflicting any other penalties as needed. If the character would be crushed by a boulder, they need to avoid or otherwise be uncrushed by said boulder. If they are defeated by an otherwise bloodthirsty creature or group, they need to be taken as a prisoner or kept 'for later' so they have a chance to escape. | |||
As always, the Game-master has the option to disable Survive-1 if their game/story loses potency for allowing characters to live this way, or if it is truly unreconcilable to allow a character to live after being defeated in a certain way. | |||
===Force Fate=== | ===Force Fate=== | ||
Revision as of 09:31, 25 November 2025
MP and Max MPCharacters start off with a Base amount of Meta-points, then additional MP equal to the sum total of character level multiplied by their MPLV stat. MPLV is a multiplier that determines how much Max MP a character gets every time they level up. Additionally, a player can choose to spend an Experience point to increase their character's max MP by 1, and recover all lost MP at the same time. Max MP Formula: ♦ Base + (Level * MPLV) + Experience points spent on MaxMP ♦ Default Base MaxMP: 12 ♦ Default MPLV: 3 Recovering MPCharacters usually recover an amount of MP equal to the number of Experience points earned in a session. The character can then spend experience to raise their Maximum MP, this also fully restores their lost MP. Naturally, the Game-Master can decide if MP is fully or even partially recovered by doing this, but being able to raise MaxMP for Experience is allowed to give players the ability to spend leftover XP (especially for reaching obtainable Level-ups). Meta-Ability OverviewMeta-Abilities are special actions and reactions a character can use to alter the results of checks and the way the game is played. They always cost some amount of MP in order to use, but only when its usage creates a meaningful change to an event or outcome. This means that using a Meta-ability will never cost MP if the result can't change a character's fate. Players can cancel the usage of Meta-abilities if they so choose for free, cancelling prevents them from being reused or recalled until the next interaction. Signature Meta-Ability: Create a Meta-DieAll characters start with the Meta-ability
Unlockable Meta-abilitiesThese abilities can be obtained through Level-ups, usually every even level, unless the Game-Master says so. Create-A-Meta-Die is given automatically at 1st level so a character should always have access to that Meta-ability. Safe-6
Action-8Action-8 is a Meta-ability that typically only works in Combat/Encounter scenarios. For 8 MP, a character can gain an extra Action Frame during their turn. If Action-8 is used while the user has only a Reaction, they can convert it into an Action Frame where they can perform as many actions in a single frame instead of a single activity (normal function). Action-8 can't be used more than once per round, access is restored at the start of the next turn. React-4React-4 is a Meta-ability that, for 4 MP, can allow the user to gain an additional Reaction during their off-turn. This ability can be used repeatedly during the same-off turn for a number of times equal to half the user's level (rounded up). Remember that a Reaction only allows one Action or activity, to perform multiple actions in a Frame, you need to use Action-8. React-4 and Action-8 can be used together to gain an extra Action Frame outside your turn. Survive-1Survive-1 (aka, Survive with 1), is a passive in which a character may survive an otherwise deadly death or defeat, allowing them to live, fight and play another day. This ability has a variable cost, reducing the user's MP to 1. If the user has no MP, this ability fails to activate. As an additional cost, the user's MaxMP is reduced by 4 minus the MP spent to trigger this ability, to a minimum of 1. If the user's MaxMP is reduced to 0 in this way, the character is no longer considered a Metaforce-user and can't spend experience points to raise their Max MP, they can still gain Max MP via Level-ups. Conceptually, Survive-1 requires the Game-master to describe a series of events or contrivance in order to allow the character to live, inflicting any other penalties as needed. If the character would be crushed by a boulder, they need to avoid or otherwise be uncrushed by said boulder. If they are defeated by an otherwise bloodthirsty creature or group, they need to be taken as a prisoner or kept 'for later' so they have a chance to escape. As always, the Game-master has the option to disable Survive-1 if their game/story loses potency for allowing characters to live this way, or if it is truly unreconcilable to allow a character to live after being defeated in a certain way. Force Fate
Metaphor Cost OptionsMeta-Points can be used for more than just Meta-abilities, they can also serve as a way to spend them to power character Metaphors. Either by spending MP to use them, or by sacrificing Maximum MP values to grant themselves special passive powers and traits. Pay attention to the use cases of each option, as these are Advanced options for Meta-points and are not for every character and game scenario. Meta-Points as a ResourceThe first way to use Meta-points is to make them a resource that a character uses to empower their Metaphors. Metaphors don't normally need to use MP as there are other, easier ways to interpret costs such as energy drain and stress (Status Magnitude). So using MP to use certain Metaphors could be arranged if the Metaphor's power warrants it and the Game-Master allows. Given this is a non-standard implementation of Metaphor costs, talk to your Game-Master to whether using MP to power a character's Metaphors is right for them. Usually, Metaphors don't require Meta-points to use. Max MP for Passives or MetaphorsAnother way to use Meta-points is to sacrifice maximum MP in order to grant a character a permanent trait or passive, possibly in the form of an Metaphor, without requiring any kind of concentration or Core Value affecting cost. The character's maximum MP will be reduced for as long as the passive remains active. Passives that are innate or intrinsic to a character's essence or biology may not be possible to revert or remove. The amount of Max MP sacrificed will differ between the kind of passive, costing more depending on how powerful it is. It may even be possible for it to consume more Max MP in the case of an enhancable Metaphor, whereby improving the related Metaphor will increase its Max MP cost. Note: It is normal for characters to have traits and passives that don't require sacrificing Max MP to obtain. Max MP for passives is generally for special circumstances in which a player wants their character to be augmented but a Game-Master requires something in return. Experience Debt (alternative)The player character can instead incur an amount of Experience Debt to afford their powers instead, slowing their progress upgrading Metaphors and Attributes. |