Meta Point: Difference between revisions
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===Survive-1=== | ===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 | '''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. | 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. | 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. | |||
===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. | |||
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. | 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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Revision as of 18:45, 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 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 ManipulationMetaforce 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. Force FateForce 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. |