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Meta Power

From Metaforce TTRPG
Revision as of 17:38, 11 January 2026 by AlienOvan (talk | contribs) (Forked article, in progress [Up to Action-8])
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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 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.

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 Survive-1 do not count towards this limit)

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.

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.

Create a Meta-Die

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.

"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 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 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.

Survive-1

(This is another automatic Meta-Power that is always active and does not count towards the Player's Meta-Power limit.)

"Survive-1 (aka, Survive with 1), is a passive M-Power which can help a character survive dying or destruction in defeat."

Cost
This Power reduces the character's current MP to 1, 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.

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.

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.

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.

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

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.

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.