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BODYTECH
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METAPOWERS
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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?
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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.
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Each Meta has at least one metability that grants them one or more fantastic Powers.
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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.
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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.
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STARTING BONUS
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Unlike other Origins, Metas have direct access to Powers, and these Powers can be
relatively extreme for the setting.
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METAPOWERS
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Metahuman Powers are discussed in depth in the
MetaPowers document but some guidelines that apply to the scope and scale
of metahuman Powers follow.
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* RESTRICTION: TIGHT SFX
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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.
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* RESTRICTION: REAL COST CAP
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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.
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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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DIMINISHED EQUIPMENT RESOURCE POOL
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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.
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BODYTECH
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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.
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Some Metas, based upon the nature of their Powers, may not be able to use some forms
of BodyTech (particularly Cybernetics).
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SFX should dictate; however when this is the case the Meta may take the following
Disadvantage at character creation.
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This counts towards the character's Maximum Disadvantage limit.
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Physical Limitation ("Cannot Use BodyTech Due To Powers", All the
Time, Slightly Limiting); -15 points
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FOCUS
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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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