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Skip Navigation LinksMetaCyber>Characters>Origins>Meta
 
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Origins Amper Adept Tuber Meta
 
 
 
META
BODYTECH
METAPOWERS
Metas are the best Origin to play because, hello, they are superhuman! You can have your stupid guns GI Jerk; I'll take eyes blasts instead and call it a day. Its all about natural superiority, right?
 
Metas, similar to Tubers, are genetically superior to baseline humanity; but instead of a collection of random genetic advantages they have powers beyond anything even vaguely possible by normals.
Each Meta has at least one metability that grants them one or more fantastic Powers.
Superstrength beyond even that attainable by heavy borgs, robots, and the occasional Tuber; bullet proof skin; the ability to teleport; to project energy...off the chart kind of abilities.
They are the rarest of all Origins, but Running is a natural magnet for combat capable Metas, so as long as moderation is used its not stretching credibility too much to have several in the same group.
ALYS
CHARACTER SHEET
STARTING BONUS
Unlike other Origins, Metas have direct access to Powers, and these Powers can be relatively extreme for the setting.
METAPOWERS
Metahuman Powers are discussed in depth in the MetaPowers document but some guidelines that apply to the scope and scale of metahuman Powers follow.
* RESTRICTION: TIGHT SFX
First, each Meta should have a very tight concept for their ability; if possible they should have one central idea even if they have several separate Power Constructs to represent their Power. For instance "metabolize calories into surplus bio-electrical energy" is a good metahuman ability, but "run fast, shoot laser beams from eyes, and teleport" is just a collection of random abilities. A rare few Metas have two or maybe three distinct abilities, but they are a very rare minority inside of a very rare minority.
* RESTRICTION: REAL COST CAP
Second starting Meta Powers must each have a Real Cost of 30 points or less. No Active Point caps are in place however, so for example a Meta with the ability of Pyrokinesis might have a 12d6 Energy Blast with at least -1 in Limitations, or a 6d6 Energy Blast with no Limitations, or both because both have a Real Cost of 30 points or less.
Power Frameworks are allowed within reason, but they are held to the same Real Cost cap as Powers.
ELEMENTAL CONTROL (EC)
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.
MULTIPOWER (MP)
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.
VARIABLE POWER POOL (VPP)
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.
DIMINISHED EQUIPMENT RESOURCE POOL
Meta's have a diminished Equipment Resource Pool. Rather than the 60 points of Equipment Pool that other characters get for free, Meta's get only 30 points of free Equipment Pool.
MOLLY
CHARACTER SHEET
BODYTECH
Metas can start with BodyTech, but in addition to paying character points where appropriate ( Cybernetics, BioWare, Biofeedback Training), they must also pay the going market rate for them out of their starting funds.
Some Metas, based upon the nature of their Powers, may not be able to use some forms of BodyTech (particularly Cybernetics).
SFX should dictate; however when this is the case the Meta may take the following Disadvantage at character creation.
This counts towards the character's Maximum Disadvantage limit.
 
Physical Limitation ("Cannot Use BodyTech Due To Powers", All the Time, Slightly Limiting); -15 points
 
FOCUS
As a flavor guideline that has no game effect, it is common for Metas to focus on their Powers, but ultimately that is a decision that is completely up to the player.
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