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Meta Power: Difference between revisions

From Metaforce TTRPG
Forked article, in progress [Up to Action-8]
 
Survive-1 -> Deus Ex, new Power-Level power
 
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  '''Meta-Powers''' are special '''narrative interventions''' a player can use to alter the results of checks and interactions between their character and the story. 'M-Powers' always '''cost some amount of [[Meta Point|MP]]''' in order to use, but only when it creates a '''meaningful''' change to an event or outcome.
  '''Meta-Powers''' are special '''narrative interventions''' a player can use to alter the results of checks and interactions between their character and the story. 'M-Powers' usually '''cost some amount of [[Meta Point|MP]]''' in order to use, but only when it creates a '''meaningful''' change to an event or outcome.
   
   
  M-Powers '''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.
  M-Powers '''never expend 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 effects do not produce useful outcomes.


==Meta-Power Select==
==Meta-Power Select==
  Players can assign a character a number of Meta-Powers equal to '''half their character Level''' (rounded up).
  Players can assign a character a number of Meta-Powers equal to '''half their character Level''' (rounded up).
   
   
  <small>('''Create a Meta-Die''' and '''Survive-1''' do not count towards this limit)</small>
  <small>('''Create a Meta-Die''' and '''Deus Ex''' do not count towards this limit and are automatically equipped)</small>
   
   
  A player may change a character's equipped M-Powers '''between Sessions''', or when their Game-Master permits. Some M-Powers require '''full-commitment''' and become un-equippable once used.
  A player may change a character's equipped M-Powers '''between Sessions''', or when their Game-Master permits. Some M-Powers require '''full-commitment''' and become unequippable once used.
   
   
  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 and pick what you need.
  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-Powers carefully to adapt to any event.
 
==Automatic M-Powers==
These powers do not count to your character's limit of M-Powers and are automatically equipped.


===Create a Meta-Die===
===Create a Meta-Die===
  <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>
  <small>This is the Signature M-Power of the Metaforce system.</small>
   
   
  "Influence the outcome of a check or interaction with the Versatile Bonus of a Meta-die"
  "Influence the outcome of a check or interaction with the Versatile Bonus of a [[Meta Die|Meta-die]]"
   
   
  '''Usage'''
  '''Usage'''
Line 28: Line 31:
   
   
  '''Effect'''
  '''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. Assign the bonus to any valid value in the interaction as an addition or subtraction.
  The player rolls the '''largest Meta-die''' based on the '''remaining MP''' their character has. Its result becomes a [[Versatile Bonus]] that can modify any mutable aspect of a check or interaction. Assign the bonus as an '''addition or subtraction'''.
   
   
  <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>
  <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.
  Valid dice for this power include d4, d6, d8, d10 and d12.


===Survive-1===
===Deus Ex===
  <small>(This is another automatic Meta-Power that is always active and does not count towards the Player's Meta-Power limit.)</small>
  <small>(This M-Power used to be called Survive-1)</small>
   
   
  "'''Survive-1''' (aka, Survive with 1), is a passive M-Power which can help a character survive dying or destruction in defeat."
  "'''Deus Ex''' (aka. Survive with 1) helps a character survive dying or destruction in defeat."
   
   
  '''Cost'''
  '''Cost'''
  This Power reduces the character's current MP to 1, if the user has no MP, this ability '''fails''' to activate.
  This Power reduces the character's current MP to 1 upon use and if the user has no MP, this ability '''fails''' to activate.
   
   
  As an additional cost, the character's MaxMP is reduced by 1 for the first time this ability is used, then an additional 1 MaxMP for every use afterwards. If the user's MaxMP is reduced to 0 or less 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.
  As an additional cost, the character's MaxMP is reduced by 1 for the first time this ability is used, then an additional 1 MaxMP for every use afterwards. If the user's MaxMP is reduced to 0 or less 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.
<small>''"The Space-Mercenary really did it this time. During a bounty he got caught off-guard and fell to a well-prepared mark and their men. Ordinarily the bounty target kills their mercs, but with '''Deus Ex''', the Space-Mercenary was able to get away with being stripped of their weapons and thrown in a trash pit, thought to be dead. The Space-Mercenary lives to fight another day. Since this is their second time escaping death, they lost 2 MaxMP instead of 1."''</small>
   
   
  '''Effect'''
  '''Effect'''
  Survive-1 allows a character to Survive/Not-Die from an outcome that would have normally killed them. Some narrative trickery and suspension of disbelief may be required depending on the means of which the character perished.
  Deus Ex allows a character to Survive/Not-Die from an outcome that would have normally killed them. Some narrative trickery and suspension of disbelief may be required depending on the means of which the character may perish.
Note that Deus Ex handles more cases than just a character's Hit points being reduced to 0 or less, it can also be used as an '''escape''' from something that would '''undoubtedly''' have killed them, such as a Disintegration Ray, or being crushed by a boulder. The character may avoid the hazard without knowing they were saved by this M-power. Just remember the power incurs a MaxMP penalty each time it is used.
   
   
  Note that Survive-1 handles more cases than just a character's Hit points being reduced to 0 or less, it can also be used as an '''escape''' from something that would '''undoubtedly''' have killed them, such as a Disintegration Ray, or being crushed by a boulder. The character may avoid the hazard without knowing they were saved by this M-power. Just remember the power incurs a MaxMP penalty each time it is used.
  <small>''"The Brave Knight fight against a Huge Bonecrusher Giant, having fallen over from a tremor, the Giant aims to crush her underfoot. Despite all odds, none of her other M-Powers can provide her a way to avoid being killed by this overwhelming attack. In order for her to Survive, her player triggers '''Deus Ex''', reducing her MP to 1 and reducing her MaxMP by 1 (since this is her first time). The best way the GM can handle this is by having a volley of arrows strike at the Giant, cancelling their attack. A retinue of hunters have arrived just in time to help them out!"''</small>
   
   
  The Game-master has the option to disable Survive-1 if their game/story loses potency for allowing characters to survive in certain or any ways.
  The Game-master has the option to '''disable''' Deus Ex if their game/story loses potency for allowing characters to survive in specific ways or any way outside of normal game mechanics.
 
==Selectable M-Powers==
These Meta-Powers can be equipped providing the character has enough M-Power slots. Only equipped M-Powers can be used during sessions.


===Safe-6 / Assurance-8===
===Safe-6 / Assurance-8===
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===Action-8 / React-4===
===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).
  <small>(These Meta-Powers are linked together as a bundle, meaning both can be equipped for 1 M-Power slot)</small>
 
"'''Action-8 and React-4''' allows a character to increase their actions per round and follow up on combos."
'''Cost'''
Action-8 costs 8 MP per activation,
React-4 costs 4 MP per activation.
'''Usage'''
These M-Powers only work in Combat/Encounter scenarios that use [[Action Frame]]s.
'''Effect'''
Using '''Action-8''' grants the character an '''additional''' [[Action Frame]] to perform actions '''once per round'''. This can be used at '''any time''', even outside the character's turn. When used outside of their turn, it is to transform a '''Reaction into an Action'''-Frame during their turn.
Normally, a Reaction only allows a character '''one activity''' outside of their turn, but if their Reaction is turned into an Action Frame, they can performs '''any number''' of activities as they would as if it were their own turn.
'''React-4''' conversely grants the character an additional Reaction, another activity they can perform outside of their turn. Unlike Action-8, the player can use this M-Power '''as many times''' as they have available MP. If they have Action-8 available and wish to perform more than 1 extra Reaction, they may opt to do Action-8 instead.
   
   
  Action-8 can't be used more than once per round, access is restored at the start of the next turn.
  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.
  <small>''"The Hero with super-reflexes comes under attack from multiple foes at once, they spend a Reaction to use a Dodge Metaphor and gain its benefits, however the nature of the attacks is relentless and brutal. In order to handle all of them without getting too hurt, their player uses '''React-4''' to give them an extra Reaction to perform some movement to try to get out of line of sight of various attackers. If it's not enough to help, they may have to trigger React-4 again, seeing as they already used Action-8 on their previous turn."''</small>
These Meta-abilities are obtained together, when you select Action-8, you also gain React-4 from this choice.


===Finishing Touch===
===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.
  "'''Finishing Touch''' allows a character to instantly defeat weak opponents on a successful hit."
   
   
  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]].
  '''Cost'''
MP Cost is equal to the remaining HP the affected target.
   
   
  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.
'''Usage'''
  This M-Power can be triggered after landing a damaging attack or ability that reduces a target's HP.
'''Effect'''
'''Finishing Touch''' is a Meta-Power that, after dealing 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.
As per the rules, it can't be used against another [[Metaforce User]].


===Metaforce Manipulation===
===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.
  <small>(This is a Full-Commitment M-Power, so long as the character has a Metaphor that utilises this M-Power, it can't be unequipped.)</small>
   
   
  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.
'''Cost'''
None.
'''Usage'''
  This is a passive M-Power that enables the character to do something they can't normally do without it. This M-Power becomes '''unequippable''' as long as the character possesses something that requires this M-Power to operate.
'''Effect'''
'''Metaforce Manipulation''' allows the character to create Metaphors or Metaphor-Components that can '''use, 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. The character still needs to create such Metaphors and components before they can have any effect. Your Game-Master will still need to approve of how Metaphors interact with the character's Meta-Points.


===Magic 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''' is a passive Meta-Power that enables a character to produce effects that would otherwise not be possible or exist with their current powers and/or equipment."
'''Cost'''
None.
   
   
  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.
  '''Usage'''
Affects the range of effects '''Versatile Bonus''' can be apply.
'''Effect'''
Allows a character to apply effects that their '''Versatile Bonus''' wouldn't normally apply, like applying Poison or Confusion status magnitude to a Sharp-edged sword. In addition, the user can spend up to a maximum of their character [[level]] '''in MP''' to their Versatile Bonus.
<small>''"The level three Seductress employs an unorthodox approach to the guard barring her way. She slaps him across the face, dealing blunt damage as an unarmed strike. She gains the benefit of a '''Create a Meta-die''' and rolls a 7, then uses '''Magic Effect''' to allow her to use the Versatile Bonus gained to turn it into a <abbr title="Charm: Makes target helpful and friendly towards you.">Charm</abbr> magnitude against the guard, she also spends an additional 3 MP to increase this magnitude by +3. If the guard fails the Mind-save for this effect, she will have effectively charmed the guard by smacking them."''</small>


===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. There is no limit to the number of
  "'''Hype Effect''' allows the character's die to explode into copy of the same die, even if they're not normally capable of doing so."
'''Cost'''
None.
'''Usage'''
Triggers whenever the character rolls a dice that isn't a normal d12. Meaning it also triggers on Meta-dice rolls.
The Trigger only works on the '''original dice''' thrown during a check, and '''not the dice created''' from said explosions.
'''Effect'''
'''Hype Effect''' is a passive Meta-Power that enables a character's Meta-dice and regular non-d12 dice to '''Explode''', meaning they will produce a copy of the same die 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 as another Versatile Bonus independently of the original.
Example two: Use throws a '''d10''' and rolls a '''10''', this explodes and creates an exact copy of the dice, a '''d10'''. This is possible despite it not being a d12.
Each die thrown in a round can trigger Hype Effect once, copied dice can't explode again. Dice in an Advantage roll can be copied.
===Power Level===
"'''Power Level''' exchanges MP Recovery with Experience gain."
'''Cost'''
Character '''can't gain MP by gaining experience''', and only recovers up to their '''Level in MP''' when spending experience to raise their Max MP.
'''Usage'''
Triggers whenever the character gains Experience points.
   
   
  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.
  '''Effect'''
'''Power Level''' gives the character +1 XP for each source of experience gained in a session, but prevents MP recovery from gaining Experience. If they spend experience to raise their Max MP, they only gain MP equal to their [[Level]] instead of fully restoring their MP.
In addition, the character can now spend XP to improve their Metaphors and Attributes with '''Debt'''. A character can have negative XP equal to '''double their character level'''. If this M-Power were to be unequipped, the character would not be able to spend experience until they have a positive balance.


===Force Fate===
===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.
  "'''Force Fate''' allows a character to directly change the numerical values of an interaction to their benefit, for a heavy cost."
'''Cost'''
MP Cost is equal to the difference between the value being changed, and the changed value. This cost increases by 1 each time the M-Power is used.
'''Usage'''
Can be used in any check or interaction with numerical values. This M-power becomes '''unequippable''' once used.
'''Effect'''
'''Force Fate''' is a Meta-Power that can directly increase or decrease the values of a check or interaction by spending MP (affected by how many times it has been used previously). So if a character needs to boost a value by 5 to do what they need, it will cost 5MP initially, if they need to reduce something by 8, they spend 8MP to make the change.
If a player needs to know how much they need to change a value to create a '''meaningful, useful outcome'', the Game Master can tell them exactly how much MP they need to spend to do so. Revealing anything more is at the GM's discretion.
   
   
  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.
  Force Fate is the most direct narrative intervention in the Metaforce system, but aside from increasing its cost by 1 each time it is used, the M-Power becomes '''bound to the character''' and can't be unequipped from that point on. It is up to the Game-master to decide if the character can reduce the cost increase from using Force Fate, if at all.


[[Category:Mechanics]]
[[Category:Mechanics]]

Latest revision as of 04:31, 12 January 2026

Meta-Powers are special narrative interventions a player can use to alter the results of checks and interactions between their character and the story. 'M-Powers' usually cost some amount of MP in order to use, but only when it creates a meaningful change to an event or outcome.

M-Powers never expend 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 effects do not produce useful outcomes.

Meta-Power Select

Players can assign a character a number of Meta-Powers equal to half their character Level (rounded up).

(Create a Meta-Die and Deus Ex do not count towards this limit and are automatically equipped)

A player may change a character's equipped M-Powers between Sessions, or when their Game-Master permits. Some M-Powers require full-commitment and become unequippable once used.

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-Powers carefully to adapt to any event.

Automatic M-Powers

These powers do not count to your character's limit of M-Powers and are automatically equipped.

Create a Meta-Die

This is the Signature M-Power of the Metaforce system.

"Influence the outcome of a check or interaction with the Versatile Bonus of a Meta-die"

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 Users.

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.

The player can cancel the Power if the result is not to their liking, but they can't use this M-Power again for the same interaction. MP is spent when the player commits to the result.

Effect
The player rolls the largest Meta-die based on the remaining MP their character has. Its result becomes a Versatile Bonus that can modify any mutable aspect of a check or interaction. Assign the bonus as an addition or subtraction.

"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!"

Valid dice for this power include d4, d6, d8, d10 and d12.

Deus Ex

(This M-Power used to be called Survive-1)

"Deus Ex (aka. Survive with 1) helps a character survive dying or destruction in defeat."

Cost
This Power reduces the character's current MP to 1 upon use and if the user has no MP, this ability fails to activate.

As an additional cost, the character's MaxMP is reduced by 1 for the first time this ability is used, then an additional 1 MaxMP for every use afterwards. If the user's MaxMP is reduced to 0 or less 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.

"The Space-Mercenary really did it this time. During a bounty he got caught off-guard and fell to a well-prepared mark and their men. Ordinarily the bounty target kills their mercs, but with Deus Ex, the Space-Mercenary was able to get away with being stripped of their weapons and thrown in a trash pit, thought to be dead. The Space-Mercenary lives to fight another day. Since this is their second time escaping death, they lost 2 MaxMP instead of 1."

Effect
Deus Ex allows a character to Survive/Not-Die from an outcome that would have normally killed them. Some narrative trickery and suspension of disbelief may be required depending on the means of which the character may perish.

Note that Deus Ex handles more cases than just a character's Hit points being reduced to 0 or less, it can also be used as an escape from something that would undoubtedly have killed them, such as a Disintegration Ray, or being crushed by a boulder. The character may avoid the hazard without knowing they were saved by this M-power. Just remember the power incurs a MaxMP penalty each time it is used.

"The Brave Knight fight against a Huge Bonecrusher Giant, having fallen over from a tremor, the Giant aims to crush her underfoot. Despite all odds, none of her other M-Powers can provide her a way to avoid being killed by this overwhelming attack. In order for her to Survive, her player triggers Deus Ex, reducing her MP to 1 and reducing her MaxMP by 1 (since this is her first time). The best way the GM can handle this is by having a volley of arrows strike at the Giant, cancelling their attack. A retinue of hunters have arrived just in time to help them out!"

The Game-master has the option to disable Deus Ex if their game/story loses potency for allowing characters to survive in specific ways or any way outside of normal game mechanics.

Selectable M-Powers

These Meta-Powers can be equipped providing the character has enough M-Power slots. Only equipped M-Powers can be used during sessions.

Safe-6 / Assurance-8

(These Meta-Powers come in a bundle, selecting one allows access to the other without affecting Meta-Power selection limits.)

Cost
Safe-6 costs 6 MP, Assurance-8 costs 8 MP.

Effect
"Safe-6 is a Meta-Power that temporarily treats all rolls 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.

Duration
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

(These Meta-Powers are linked together as a bundle, meaning both can be equipped for 1 M-Power slot)
 
"Action-8 and React-4 allows a character to increase their actions per round and follow up on combos."

Cost
Action-8 costs 8 MP per activation,
React-4 costs 4 MP per activation.

Usage
These M-Powers only work in Combat/Encounter scenarios that use Action Frames.

Effect
Using Action-8 grants the character an additional Action Frame to perform actions once per round. This can be used at any time, even outside the character's turn. When used outside of their turn, it is to transform a Reaction into an Action-Frame during their turn.

Normally, a Reaction only allows a character one activity outside of their turn, but if their Reaction is turned into an Action Frame, they can performs any number of activities as they would as if it were their own turn.

React-4 conversely grants the character an additional Reaction, another activity they can perform outside of their turn. Unlike Action-8, the player can use this M-Power as many times as they have available MP. If they have Action-8 available and wish to perform more than 1 extra Reaction, they may opt to do Action-8 instead.

Action-8 can't be used more than once per round, access is restored at the start of the next turn.

"The Hero with super-reflexes comes under attack from multiple foes at once, they spend a Reaction to use a Dodge Metaphor and gain its benefits, however the nature of the attacks is relentless and brutal. In order to handle all of them without getting too hurt, their player uses React-4 to give them an extra Reaction to perform some movement to try to get out of line of sight of various attackers. If it's not enough to help, they may have to trigger React-4 again, seeing as they already used Action-8 on their previous turn."

Finishing Touch

"Finishing Touch allows a character to instantly defeat weak opponents on a successful hit."

Cost
MP Cost is equal to the remaining HP the affected target.

Usage
This M-Power can be triggered after landing a damaging attack or ability that reduces a target's HP.

Effect
Finishing Touch is a Meta-Power that, after dealing 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.

As per the rules, it can't be used against another Metaforce User.

Metaforce Manipulation

(This is a Full-Commitment M-Power, so long as the character has a Metaphor that utilises this M-Power, it can't be unequipped.)

Cost
None.

Usage
This is a passive M-Power that enables the character to do something they can't normally do without it. This M-Power becomes unequippable as long as the character possesses something that requires this M-Power to operate.

Effect 
Metaforce Manipulation allows the character to create Metaphors or Metaphor-Components that can use, 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. The character still needs to create such Metaphors and components before they can have any effect. Your Game-Master will still need to approve of how Metaphors interact with the character's Meta-Points.

Magic Effect

"Magic Effect is a passive Meta-Power that enables a character to produce effects that would otherwise not be possible or exist with their current powers and/or equipment."

Cost
None.

Usage
Affects the range of effects Versatile Bonus can be apply.

Effect
Allows a character to apply effects that their Versatile Bonus wouldn't normally apply, like applying Poison or Confusion status magnitude to a Sharp-edged sword. In addition, the user can spend up to a maximum of their character level in MP to their Versatile Bonus.

"The level three Seductress employs an unorthodox approach to the guard barring her way. She slaps him across the face, dealing blunt damage as an unarmed strike. She gains the benefit of a Create a Meta-die and rolls a 7, then uses Magic Effect to allow her to use the Versatile Bonus gained to turn it into a Charm magnitude against the guard, she also spends an additional 3 MP to increase this magnitude by +3. If the guard fails the Mind-save for this effect, she will have effectively charmed the guard by smacking them."

Hype Effect

"Hype Effect allows the character's die to explode into copy of the same die, even if they're not normally capable of doing so."

Cost
None.

Usage
Triggers whenever the character rolls a dice that isn't a normal d12. Meaning it also triggers on Meta-dice rolls.

The Trigger only works on the original dice thrown during a check, and not the dice created from said explosions.

Effect
Hype Effect is a passive Meta-Power that enables a character's Meta-dice and regular non-d12 dice to Explode, meaning they will produce a copy of the same die 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 as another Versatile Bonus independently of the original.

Example two: Use throws a d10 and rolls a 10, this explodes and creates an exact copy of the dice, a d10. This is possible despite it not being a d12.

Each die thrown in a round can trigger Hype Effect once, copied dice can't explode again. Dice in an Advantage roll can be copied.

Power Level

"Power Level exchanges MP Recovery with Experience gain."

Cost
Character can't gain MP by gaining experience, and only recovers up to their Level in MP when spending experience to raise their Max MP.

Usage
Triggers whenever the character gains Experience points.

Effect
Power Level gives the character +1 XP for each source of experience gained in a session, but prevents MP recovery from gaining Experience. If they spend experience to raise their Max MP, they only gain MP equal to their Level instead of fully restoring their MP.

In addition, the character can now spend XP to improve their Metaphors and Attributes with Debt. A character can have negative XP equal to double their character level. If this M-Power were to be unequipped, the character would not be able to spend experience until they have a positive balance.

Force Fate

"Force Fate allows a character to directly change the numerical values of an interaction to their benefit, for a heavy cost."

Cost
MP Cost is equal to the difference between the value being changed, and the changed value. This cost increases by 1 each time the M-Power is used.

Usage
Can be used in any check or interaction with numerical values. This M-power becomes unequippable once used.

Effect
Force Fate is a Meta-Power that can directly increase or decrease the values of a check or interaction by spending MP (affected by how many times it has been used previously). So if a character needs to boost a value by 5 to do what they need, it will cost 5MP initially, if they need to reduce something by 8, they spend 8MP to make the change.

If a player needs to know how much they need to change a value to create a 'meaningful, useful outcome, the Game Master can tell them exactly how much MP they need to spend to do so. Revealing anything more is at the GM's discretion.

Force Fate is the most direct narrative intervention in the Metaforce system, but aside from increasing its cost by 1 each time it is used, the M-Power becomes bound to the character and can't be unequipped from that point on. It is up to the Game-master to decide if the character can reduce the cost increase from using Force Fate, if at all.