Meta Point: Difference between revisions

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===Hype Effect===
===Hype Effect===
  '''Hype Effect''' is a Meta-ability with a passive that enables a character's Meta-dice and regular non-d12 dice to '''Explode''', meaning they will produce a Meta-copy of the same dice size thrown. Example one: User throws a md8 and rolls an 8, this die can explode despite it being a Meta die, creating another md8 that can be applied independently of the original. Example two: Use throws a d10 and rolls a 10, this explodes and creates a Meta-copy md10. Hype effect can only trigger an exploding die once per turn and once again outside the user's turn. User can declare an already rolled die to receive the Hype effect before the check/interaction resolves.
  '''Hype Effect''' is a Meta-ability with a passive that enables a character's Meta-dice and regular non-d12 dice to '''Explode''', meaning they will produce a Meta-copy of the same dice size thrown. Example one: User throws a md8 and rolls an 8, this die can explode despite it being a Meta die, creating another md8 that can be applied independently of the original. Example two: Use throws a d10 and rolls a 10, this explodes and creates a Meta-copy md10. Hype effect can only trigger an exploding die once per turn and once again outside the user's turn. User can declare an already rolled die to receive the Hype effect before the check/interaction resolves. There is no limit to the number of
   
   
  In addition, Hype Effect grants a character a number of '''Hype points''' equal to '''half''' their level at the start of an encounter, they gain a Hype point at the start of their turn and each time they trigger an exploding die. Hype points can be spent to convert check failures into successes at a ratio of 1 for 1 point. i.e. If a character fails a check by 4, they can spend 4 Hype points to convert this failure into a success. Hype points can also be spent to increase or decrease damage or healing taken or dealt, including magnitudes. Hype points are lost and reset at the end of an encounter.
  In addition, Hype Effect grants a character a number of '''Hype points''' equal to '''half''' their level at the start of an encounter, they gain a Hype point at the start of their turn and each time they trigger an exploding die without the aid of this ability. Hype points can be spent to increase the value of a rolled die up to its maximum value, Hype points can only spent when the result increases a die to its maximum result, in which the die will explode as if it had rolled its maximum amount. Example: If a character rolls a 4 on a d6 or an md6, the user can spend 2 Hype points to raise the roll to a 6, triggering an explosion and create an Meta-die copy of the same die. Using Hype points to trigger dice explosions does not count against your limit of one explosion per turn/off-turn, but the user does not gain bonus Hype points this way either. Hype points are lost and reset at the end of an encounter.


===Force Fate===
===Force Fate===

Latest revision as of 19:08, 28 November 2025

Meta-Points (MP) are a special resource that players can use to access Meta-Abilities, which can influence the outcomes and results of various interactions between their character and the game world. Meta-Abilities can usually be called upon any time that a check, or interaction occurs.

Game-Masters may want to consider how much MP they allow their Players' characters during a game if they have concerns about the tone of their game and challenges being trivialised too often. But do consider that Metaforce is best played when players have the means to deny pointless deaths and frequently negative outcomes. Allowing Meta-abilities 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. 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 MP

Characters 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 Overview

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 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-Die

All characters start with the Meta-ability Create a Meta-Die upon creation. Depending on the amount of remaining MP a character has, will let the player create a md# dice of the largest size possible. If the character has at least 12 MP, they roll a md12, otherwise they roll a die with sides equal or less than the character's remaining MP. If they have 3 or less MP, they can't use this ability.

This die can be used on any check or interaction the character makes at any time. The bonus or modification of the Meta-die 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 with your own attacks and powers, anything that the Game-Master may permit. It may also affect the results of non-Metaforce users used against them, such as their Skill/Tohit checks, magnitude, saves and such. Note: A Metaforce-user (one that can use Meta-points and Meta-abilities) can't have their rolls modified in this way, you can only affect your own values in this case.

Here is a quick guide on Meta-die available when using this ability:
♦ MP equal or greater than 12: Roll a md12.
♦ MP equal or greater than 10: Roll an md10.
♦ ...etc
♦ MP equal or greater than 4: Roll an d4.
♦ MP equal or less than 3: Ability unusable.

The MP cost to using this Ability is equal to the result of the rolled Meta-die. So a result of of 10 costs 10MP to apply the value. Characters can only roll Meta-dice in which they can afford its highest result.

Unlockable Meta-abilities

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 / Assurance-8

Safe-6 is a Meta-ability that costs 6 MP, and temporarily alters the result of all rolls the user makes is treated as a 6 if they roll 5 or less. They also automatically pass checks and rolls that succeed on a 6. The user can also still roll for better results and take the higher value. This can be used in Skill checks, or ToHit checks for attacks against foes. For other dice that affect non-binary effects such as damage/healing/magnitude, d4 and d6 will be treated as their maximum values, instead of overriding them to 6.

Assurance-8 is functionally the same as Safe-6, only it costs 8 MP and changes all dice results to be 8 if they roll lower then 7. Dice that can't roll 8 or higher instead roll their highest values. Obtaining Safe-6 as a Meta-ability gives the character Assurance-8 for free.

This ability effect has a duration of 6 seconds, or 3 Action Frames, and can remain activate between rounds if Safe-6 is used after the first frame of a turn. i.e. Using Safe-6 during the third frame of a turn means it can remain active until the second frame of the next round. Using Safe-6 at the start of the turn keeps it active until the user's next turn.

Action-8

Action-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-4

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 1 for the first time this ability is used, then 4 and then an additional 4 for every use afterwards. 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.

Metaforce Manipulation

Metaforce Manipulation allows the character to create Metaphors that can interact and manipulate Meta-points. Normally, Metaphors can't affect such abilities or a character's current or maximum MP. Some valid forms include, but not limited to: Regaining MP on Condition, Reducing MP cost of Meta-abilities (minimum 1MP), and creating Features that cost MP to perform.

This ability is passive and costs no MP to use, it perpetually enables a character to make Metaphors or Metaphor Components that affect Meta-point usage or Meta-ability usage. The character still needs to create such Metaphors and components before they can have any effect.

Magic Effect

Magic Effect is a passive Meta-ability that enables a character to produce effects that would otherwise not be possible or exist with their current powers and/or equipment. For instance, being able to apply Poison Magnitude with a weapon that doesn't have Poison. In addition, the user can spend up to a maximum of their character level in MP to add a bonus to a check or interaction so long as it involves a Meta-die. So a level one character can add +1 for 1MP, while a Level four character can add up to +4 for 4MP.

Magic Effect only triggers when a Meta-dice produced by spending MP points is in play (such as Create-a-Meta-Die), Meta-dice from Metaphors don't count. The feature of spending MP to increase a result for an equal MP cost can be applied at any time.

Hype Effect

Hype Effect is a Meta-ability with a passive that enables a character's Meta-dice and regular non-d12 dice to Explode, meaning they will produce a Meta-copy of the same dice size thrown. Example one: User throws a md8 and rolls an 8, this die can explode despite it being a Meta die, creating another md8 that can be applied independently of the original. Example two: Use throws a d10 and rolls a 10, this explodes and creates a Meta-copy md10. Hype effect can only trigger an exploding die once per turn and once again outside the user's turn. User can declare an already rolled die to receive the Hype effect before the check/interaction resolves. There is no limit to the number of 

In addition, Hype Effect grants a character a number of Hype points equal to half their level at the start of an encounter, they gain a Hype point at the start of their turn and each time they trigger an exploding die without the aid of this ability. Hype points can be spent to increase the value of a rolled die up to its maximum value, Hype points can only spent when the result increases a die to its maximum result, in which the die will explode as if it had rolled its maximum amount. Example: If a character rolls a 4 on a d6 or an md6, the user can spend 2 Hype points to raise the roll to a 6, triggering an explosion and create an Meta-die copy of the same die. Using Hype points to trigger dice explosions does not count against your limit of one explosion per turn/off-turn, but the user does not gain bonus Hype points this way either. Hype points are lost and reset at the end of an encounter.

Force Fate

Force Fate 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 to de-incentivise reliance.