|
|
|
|
|
|
|
|
|
|
|
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.
|
|
|
|
|
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.
|
|
|
|
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.
|