Meta Point

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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, event 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 trivialized 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 restore 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 remainders.

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 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.

Create a Meta-Die

The first and most basic Ability is Create a Meta-Die, available for every character 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 the character makes, or as a reaction to any event involving the user. 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, anything that the Game-Master may permit.

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. This why a character can only roll a Meta-die which they can afford on it's highest result, if they can't afford the result, the ability doesn't work.

Unlockable Meta-abilities

These abilities can be obtained later by Level-ups and progressing Arcs. Usually every even level, unless the Game-Master says so.

Safe-6

Safe-6 is a Meta-ability that costs 6 MP, and temporarily alters the result of all rolls so that if a 6 plus all modifiers would succeed on a check, it succeeds. This can be in the form of 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, and all other dice will be treated as a 6 until the effect expires.

This ability effect has a duration of 6 seconds, or 3 Action Frames. It can be dismissed early any time. The user may roll any dice to obtain higher results as normal, if desired.

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 to take additional actions during their turn, or outside of their turn. If the user uses this ability on their Reaction Frame, the cost is reduced to 4MP to upgrade their Reaction Frame to a Action Frame (allowing the use to use all available appendages and options, instead of a single action).

Action-8 can't be used more than once per round, access to the ability is restored after they start their next turn.

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.

Metaphor Cost Options

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.

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.

Max MP for Passives or Metaphors

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.

Experience Debt (alternative)

The player character can instead incur an amount of Experience Debt to afford their powers instead, slowing their progress upgrading Metaphors and Attributes.