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Meta Point: Difference between revisions

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  <code>'''Meta-Points (MP)'''</code> are a special resource that players can use to access <code>'''[[Meta Power|Meta-Powers]]'''</code>. Meta-powers can influence the outcomes and results of various interactions between their character and the game world. Meta-Powers can usually be called upon any time, except when the [[Game Master]] explictly disallows their use.
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  <code>'''Meta-Points (MP)'''</code> are a special resource that characters can be use to access <code>'''Meta-Abilities'''</code>, which are powerful modifications to in-game checks to influence results to the player character's favor. Meta-Abilities can usually be called upon any time that a check, event or interaction occurs. Meta-Points serve an incredibly high importance in the Metaforce system.
   
   
  Game-Masters may want to consider how much MP they allow their players' characters during a game if they have concerns about challenges being trivialized too often. But consider that Metaforce is '''best played''' when players have the means to deny '''pointless deaths and frequently negative outcomes'''. Game-Masters have more freedom and assurances to create deadlier scenarios without fear of quickly and unfairly killing characters when players have access to Meta-abilities.
  Game-Masters may want to consider how much MP they allow their Players' characters during a game, but do consider that Metaforce is '''best played''' when players have the means to deny '''pointless deaths and frequently negative outcomes'''. Allowing Meta-Powers enables Game Masters to have more freedom to create deadlier scenarios without fear of quickly and unfairly killing characters.


==MP and Max MP==
==MP and Max MP==
  A character should have an amount of Max MP equal to their '''lowest''' [[Core Value]], plus their level, multiplied by their MPLV parameter. MPLV is considered the 'hitdie' of Meta-Points and is by default set to 3. So whenever the character's lowest Core Value improves, and every time they level up, they gain an amount of Maximum MP equal to their MPLV.
  Characters 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.
   
   
  So Max MP calculations is the sum total of:
  Players can choose to spend an [[Experience]] point to increase their character's max MP by 1, then recover some or all of lost MP at the same time.
  '''<code>MPLV * Level</code>''' + '''<code>Lowest_Core_Value * MPLV</code>''' + Any other bonuses or modifiers
Max MP Formula:
  '''Base + (Level * MPLV) + Experience points spent on MaxMP'''
♦ Default Base MaxMP: 12
♦ Default MPLV: 3


===Recovering MP===
===Recovering MP===
  Characters usually recover an amount of MP equal to the number of [[Experience]] points earned in a session. Otherwise, the Game-Master can devise alternate ways to regain MP through narrative progression, time passing, and/or epic feats. Players can even '''spend experience points''' to recover an equal amount of MP, if they so choose.
  Characters usually recover an amount of MP equal to the number of '''Experience points earned''' in a session. The character can spend experience to raise their '''Maximum MP''' by one for each XP spent, this also fully restores their lost MP.
The Game-Master can decide whether a character restores some or all MP in this way, but the option to spend experience to increase max MP should be allowed for characters to be able to spend experience for [[Level]] points (especially if they can't afford to improve Metaphors or Attributes)
   
   
  Recovering MP '''shouldn't''' be as easy as recovering HP and from conditions. Items that outright recover or increase (Max) MP should be '''rare''' as to preserve some semblance of balance across a campaign.
  MP Recovery via XP Gain: Equal to XP gained.
 
  MP Recovery via spending XP: 100%, else GM decides.
==Meta-Abilities==
  Meta-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 the Ability creates a '''meaningful alteration''' to an event or check. This means that using a Meta-ability will never cost MP if the result can't change a character's fate or result in a meaningful way.


===Create a Meta-Die===
==Meta-Powers==
  The most basic and effective result-modification Ability is <code>'''Create a [[Meta-Die]]'''</code>, or more specifically a <code>'''Meta-d12'''</code>, a d12 that can't roll lower than a 5. This die can be used on any check the character makes, or as a reaction to any event involving the user. The bonus or modification of the Meta-d12's result can be '''any modifier''' the player wants, from increasing a Skill/ToHit of the user, to taking less damage/magnitude or dealing more damage/magnitude. Anything that the Game-Master may permit.
  '''Meta-Powers''' are special interventions a player can use to influence their character's fate. They cost some amount of MP to use.
   
   
  The MP cost to using this Ability is '''equal to the result''' of the rolled Meta-d12. So anything between '''5 to 12'''.
  For a list of Meta-Powers, see [[Meta Power]]s.
If the player invokes this ability, but the result they get can't create a meaningful change, or they refuse. They do not spend any MP, but can't retry the ability for this specific check/event again.


===Safe-6===
==Meta-Point Offset==
  <code>'''Safe-6'''</code> is a Meta-ability that '''costs 6 MP''', and alters the result of all dice of the current and future checks made by the user to be no lower than a 6, until the beginning of their next turn. This effect even changes the results of dice already thrown (of the check made, before it resolves), and even counts such dice as a 6 even if the die itself can't normally roll a 6 (such as a d4).
  A modification or reduction to a character's MaxMP can be a valid adjustment for '''powerful character concepts or abilities'''. Since Meta-Powers can often change life or death outcomes, almost anything is justified with the correct cost.
 
===Action-8===
<code>'''Action-8'''</code> is a Meta-ability that typically only works in Combat/Encounter scenarios. For 8 MP, a character can gain an extra [[Action Point]] and the ability to use this Action-Point to perform a special [[Action Sequence]], combining any two actions together even if the user does not have an Action-Sequence created for it.
 
===Escape-8===
<code>'''Escape-8'''</code> is a Meta-ability that also only works in Combat/Encounters. For 8 MP, a character can '''automatically succeed''' on a check or event that would otherwise '''terminally harm''' them. Unlike most Meta-abilities which can be invoked at will, this one is only given as an option by the Game-Master when failure of a check or event will result in the death of a character or severely harm their quality of life and/or ability to continue play.
   
   
  If there are multiple checks to determine a character's survivability (like death saves), then Escape-8 can be used to succeed on all checks immediately. Escape-8 can't prevent a character from being subjected to more life-threatening threats that emerge after using the ability.
  Be sure to define what a character's starting MP and their MPLV stats should be. MPLV will affect a character's ability to '''gain MP via Level ups'''.
 
===Force Fate===
<code>'''Force Fate'''</code> is a Meta-ability that costs differently depending on how much they influence a check or event, and how many times they have done so previously. The player can spend an amount of MP '''equal to the modifier''' they want to alter for '''any check or event''' affecting the player's character. This is an incredibly powerful ability as the player can be told the necessary MP required to succeed at a check without spending any more points than necessary.
   
   
  There is an equally big drawback however, every time Force-Fate is used, it gains +1 intensity ('''Force Fate +1'''), for every point of intensity, Force-Fate '''costs +1 extra''' Meta-Points to use for the '''entire lifetime''' of that character. A Game-Master may allow ways to reduce the intensity of Force-Fate by some means, but by default, the cost should never decrease
  But also mind that when it comes to character [[Race|Species]], adjustments to MaxMP will already be taken into account, so don't adjust twice for their species, only for their '''individual powers'''.


==Metaphor Cost Options==
==Metaforce Users==
  Meta-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.
  Any character with Meta-points are considered to be a [[Metaforce User]], and player characters are generally Metaforce users because of this.
 
===Meta-Points as a Resource===
The 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.
  A character that '''can't''' hold any amount of Meta-points '''isn't and no longer''' becomes a Metaforce user, they lose the immunity to be affected by Meta-powers. If they regain at least one MP, they become a Metaforce user once more.
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===Max MP for Passives or Metaphors===
[[Category:Mechanics]]
Another 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.
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Latest revision as of 07:36, 13 January 2026

Meta-Points (MP) are a special resource that players can use to access Meta-Powers. Meta-powers can influence the outcomes and results of various interactions between their character and the game world. Meta-Powers can usually be called upon any time, except when the Game Master explictly disallows their use.

Game-Masters may want to consider how much MP they allow their Players' characters during a game, but do consider that Metaforce is best played when players have the means to deny pointless deaths and frequently negative outcomes. Allowing Meta-Powers enables Game Masters to have more freedom to create deadlier scenarios without fear of quickly and unfairly killing characters.

MP and Max MP

Characters 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.

Players can choose to spend an Experience point to increase their character's max MP by 1, then recover some or all of 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 MP

Characters usually recover an amount of MP equal to the number of Experience points earned in a session. The character can spend experience to raise their Maximum MP by one for each XP spent, this also fully restores their lost MP.

The Game-Master can decide whether a character restores some or all MP in this way, but the option to spend experience to increase max MP should be allowed for characters to be able to spend experience for Level points (especially if they can't afford to improve Metaphors or Attributes)

♦ MP Recovery via XP Gain: Equal to XP gained.
♦ MP Recovery via spending XP: 100%, else GM decides.

Meta-Powers

Meta-Powers are special interventions a player can use to influence their character's fate. They cost some amount of MP to use.

For a list of Meta-Powers, see Meta Powers.

Meta-Point Offset

A modification or reduction to a character's MaxMP can be a valid adjustment for powerful character concepts or abilities. Since Meta-Powers can often change life or death outcomes, almost anything is justified with the correct cost.

Be sure to define what a character's starting MP and their MPLV stats should be. MPLV will affect a character's ability to gain MP via Level ups.

But also mind that when it comes to character Species, adjustments to MaxMP will already be taken into account, so don't adjust twice for their species, only for their individual powers.

Metaforce Users

Any character with Meta-points are considered to be a Metaforce User, and player characters are generally Metaforce users because of this.

A character that can't hold any amount of Meta-points isn't and no longer becomes a Metaforce user, they lose the immunity to be affected by Meta-powers. If they regain at least one MP, they become a Metaforce user once more.