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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:
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- 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:
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- 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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