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MetaPowers are the purview of Metas, genetically
altered humans with spectacular abilities
that are often beyond what is possible with
normal science (even the "normal"
science of the futuristic MetaCyber setting). |
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The vast majority of Metas have a single
special ability, though that ability can
serve as the justification for many distinct
Power Constructs. Some Metas have two or
even three special abilities, but even still
their separate abilities tend to be related. |
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SCOPE |
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While Metas have superhuman Powers, the
intended feel is more "realistic"
and gritty than a full blown Superheroic
campaign. There are some limits to what
should be possible with them, or else the
tone of the campaign becomes damaged. What
is and is not appropriate to a given GM's
campaign is left to their discretion, but
generally there should be some attempt at
rubber-science plausibility.
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Further, it is not intended for Metas to
overshadow the other Origins. Their Powers
should be a viable means towards competency
and relevance within a campaign, but not
the ultimate means. Metas should be roughly
comparable to other Origins, and their Powers
should be roughly equivalent to the capabilities
of cybernetics and technology. |
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It is perfectly acceptable for Metas
to be able to do things that technology
is not yet able to duplicate such as Teleport
or Phaze through walls, but it is not acceptable
for Metas to be so good that other Origins
are superfluous. |
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METABILITY |
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A metability is an underlying justification
for Powers. In keeping with the scientific
overtones of the setting, metabilities should
be expressed in a semi-plausible pseudo-scientific
fashion. In general there are three primary
types of metabilities; those stemming from
physical alterations, those stemming from
psionics, or hybrid abilities (a mixture
of both). |
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In general, broad metabilities that might
have several expressions in terms of Powers
are best from a practical game playing perspective. |
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PHYSICAL METABILITIES |
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In this context physical metabilities stem
from a biology or physiology that is other
than human norm which grants exceptional
abilities of some sort. Some common physical
metabilities are: |
- Abnormal Physiology
- Unusual Density
- Unusual Consistency
- Unusual Senses
- Unusual Physical Attributes
- Feral / Animalistic Attributes
- Advanced Physiology
- Enhanced Musculature
- Enhanced Coordination
- Enhanced Senses
- Enhanced Cognition
- Distorted Physiology
- Gigantism
- Enlarged / Specialized Body Parts
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PSIONIC METABILITIES |
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In this context psionics indicates abilities
controlled, usually subconsciously, using
parts of the human brain normally undeveloped
and unused in baseline humanity. Psionics
is a term usually synonymous with "mental"
powers in most settings, but in the MetaCyber
setting it is a broad, catch-all idea for
any ability that is not based on some physical
alteration. Conceptually, regardless of
what the actual manifestations of such Powers
are, at some level it is made possible by
psionics.
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- Energy Control / Emission
- Pyrokinesis
- Cyrokinesis
- Electrokinesis
- Lumenkinsis
- Magnekinesis
- Plasmakinesis
- Pulsonkinesis
- Forcekinesis
- Extra Sensory Perception
- Empathy
- Mono-directional Telepathy
- Sensitivities
- Clairsentience
- Mental Projection
- Mental Domination
- Mental Invisibility
- Mental Assault
- Telekinesis / Psychokinesis
- Cyberkinesis
- Astral Projection
- Spatial Manipulation
- Probability Manipulation
- Vitruviology (psionically enhanced physical
abilities)
- Savantism
- Biokinesis
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NOTE: The subitems listed are not
intended to refer to actual HERO System
Powers, though they do have the same name
in some cases; rather they refer to particular
concepts within a larger group. |
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HYBRID METABILITIES |
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Some metabilities are a combination of physical
alterations and a psionic ability working
together. Some common Hybrid metabilities
are: |
- Size Alteration
- Density Alteration
- Plasticity Alteration
- Amalgamation
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METAPOWERS |
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MetaPowers are created using the normal
HERO System Power creation methods. There
are an almost endless number of variation
available to players and GM's alike to design
interesting and distinct MetaPowers for
their Meta characters. |
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While a given Meta probably only has one
or at most three (related) metabilities,
they might have any number of separate Powers
that stem from their metabilities. For instance,
a Pyrokinetic might have any number of Fire
Control and Emission Powers, Armor vs. Fire
/ Heat, and Life Support: Intense Heat all
defined as expressions of their metability
of Pyrokinesis. |
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POWER LEVEL |
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No upper limit is placed on the Active Points
of Meta Powers by default, though some GM's
might prefer to set some. However starting
characters are limited to a Real Cost of
no greater than 30 points on each of their
Powers at character creation by default.
A GM might waive this restriction or make
exceptions on a case by case basis where
warranted. |
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This Real Cost cap is intended to encourage
players to take more than one or two tricked
out Powers, and to prevent their starting
Powers from being significantly more powerful
and easily usable than the starting options
available to other Origins. Players can
raise their Powers past this Real Cost cap
with experience. |
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FRAMEWORKS |
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Power Frameworks are allowed within reason,
but they are held to the same Real Cost
cap as Powers.
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ELEMENTAL CONTROL (EC) |
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Elemental Controls can have no more than
30 points, and the individual slots must
have a Real Cost of 30 points or less each
on a new character. |
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MULTIPOWER (MP) |
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Multipowers may have no more than 30 Active
Points in their Reserve, and the total Real
Cost of all slots cannot exceed 30 points
on a new character. |
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VARIABLE POWER POOL (VPP) |
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VPP's get a small exception from the 30
point cap; they can have no more than 30
Pool and the Control Cost must be no more
than 30 points (or a total of 60 points
between the two at the GM's discretion)
on a new character. |
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SPECIAL CONSIDERATION |
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In general when using a "Universal"
rule set such as the HERO System, some Powers
can have a greater than usual effect in
a given setting, either due to some intrinsic
feature specific to them or else due to
the nature of the setting, and should be
given special consideration. This is particularly
true of a strongly themed setting such as
MetaCyber. |
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The following section discusses some abilities
that should be leashed to prevent them from
dominating a given campaign played in the
MetaCyber setting. Individual GM's might
choose to ignore, alter, or extended these
guidlines as they see fit so check with
your GM before making a character that has
abilities of this nature. |
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CYBERKINESIS |
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Due to the overwhelming prevalence and importance
of technology and cybernetics, all powers
that revolve around controlling or altering
them are of far greater relevance in a MetaCyber
campaign than they would be in most campaigns.
Such Powers are available and can make for
a very memorable and powerful character,
but to help keep them in check they must
all take a special Advantage as described
below.
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CYBERKINESIS |
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CYBERKINESIS: +1 Advantage: Powers
with this Advantage are unusually relevant
and capable in a technology oriented setting. |
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EMP |
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Similar to Cyberkinesis, Powers with the
SFX of "EMP", Electro-Magnetism,
or similar have an unusually potent
effect in a setting were a substantial portion
of the population have cybernetics or other
advanced electronics systems that are wiped
out by exposure to strong Electro-Magnetics.
To keep such Powers in check, they must
take a special Advantage described below. |
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ELECTRO MAGNETIC PULSE |
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EMP: +1 Advantage: Powers with this
Advantage produce Electro-Magnetic energy
which disrupts or damages many forms of
cybernetics and advanced electronics. |
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FOCI BUSTERS |
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This is not a SFX per se, but rather a concept
of Powers specifically intended to destroy
Foci, such as Ranged Killing Attacks with
small dice of effect and multiple levels
of Penetrating. Such abilities are lame
metagame constructs to begin with, but they
are particularly broken in a gear-laden
setting such as MetaCyber. The following
House Rule is assumed to be in effect, though
obviously individual GM's might differ: |
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ANTI FOCI BUSTING |
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All Foci used for Defensive or Melee purposes
are considered to be DURABLE unless they
specifically have the FRAGILE modifier.
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Foci and other inanimate objects are considered
to have unlimited levels of Hardened for
purposes of resisting Penetrating and Indirect,
but not Armor Piercing (AP). However the
SFX of AP Attacks should be considered on
a case by case basis to determine if it
is appropriate for them to reduce the DEF
of an object or Foci. |
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