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.