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Meta Point: Difference between revisions

From Metaforce TTRPG
[In progress] Renamed Meta-abilities to Meta-Powers, Meta-powers can now be swapped
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  <code>'''Meta-Points (MP)'''</code> are a special resource that players can use to access <code>'''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.
  <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.
   
   
  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.
  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.
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==Meta-Powers==
==Meta-Powers==
  '''Meta-Powers''' are special '''narrative interventions''' a player can use to alter the results of checks and interactions. M-Powers always '''cost some amount of MP''' in order to use, but only when its usage creates a '''meaningful''' change to an event or outcome.
  '''Meta-Powers''' are special interventions a player can use to influence their character's fate. They cost some amount of MP to use.
   
   
  M-Powers will '''never cost MP''' if the result can't change a character's fate. Players can cancel the usage of M-Powers for free, but cancelling '''prevents''' them from being reused or recalled until the next interaction. Some M-Powers may have indirect effects, MP can't be refunded if these indirect outcomes do not produce useful outcomes.
  For a list of Meta-Powers, see [[Meta Power]]s.
A character can have a number of Meta-powers equal to half their character level (rounded up). These powers can be '''swapped''' any time the Game-Master allows. Whether it be between sessions or encounters.


==Meta-Power Select==
==Meta-Point Offset==
  Players can assign a character a number of Meta-Powers equal to '''half their character Level'''.
  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.
<small>(Create a Meta-Die does not count towards this limit)</small>
   
   
  A player may change a character's equipped M-Powers '''between Sessions''', or when their Game-Master permits.
  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'''.
   
   
  The intent is to '''not allow''' players to trivially swap to more desirable M-Powers whenever they come across an interaction they can't handle. Prepare your M-Power selection in advance then commit.
  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'''.


===Create a Meta-Die===
==Metaforce Users==
  <small>This is the Signature M-Power of the Metaforce system, a character can have this equipped at all times and does not count towards their limit of M-Powers.</small>
  Any character with Meta-points are considered to be a [[Metaforce User]], and player characters are generally Metaforce users because of this.
   
   
  "Influence the outcome of a check or interaction with the Versatile Bonus of a Meta-die"
  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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'''Usage'''
Use during an interaction/check with at least one numerical value that can be added or subtracted by the result. This can affect the user's own values, or those interacting with them.
This power doesn't work on opponents who are [[Metaforce User]]s.
'''MP Cost'''
  MP Cost is equal to the '''result rolled on the Meta-die''' provided by this power. Due to this, the Meta-die used can't have more sides than the character's '''remaining MP'''. If the character has 3 or less MP, this power can't be used.
'''Effect'''
The player rolls the largest Meta-die based on the remaining MP the character has, and its result becomes a [[Versatile Bonus]] that can modify any aspect of a check that isn't immune.
<small>''"The Hero is in a difficult fight and their player needs to Create a Meta-die in order to influence an important check, since they only have 7 MP remaining, the only die they can roll is an md6. They can't roll anything higher because they wouldn't be able to afford the maximum result of a md8 or higher!"''</small>
Valid dice for this power include d4, d6, d8, d10 and d12.


===Safe-6 / Assurance-8===
[[Category:Mechanics]]
<code>'''Safe-6'''</code> 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 / React-4===
'''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''' 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.
These Meta-abilities are obtained together, when you select Action-8, you also gain React-4 from this choice.
 
===Finishing Touch===
'''Finishing Touch''' is a Meta-ability with a '''variable cost'''. Whenever a player deals damage to an target, the character can pay MP equal to the '''target's remaining HP''' to reduce it to 0 instead, defeating, destroying or killing it as appropriate.
This ability can only be used if the target's remaining health is equal to or less than the character's [[Level]]. And as per the rules, it can't be used against another [[Metaforce User]].
This Meta-ability can also be used to succeed on checks that failed by mere points. The user can spend MP equal to the difference between their roll and the success target-number. The same Level limits apply as if it were affecting a foe.
 
===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.
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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.