MetaCyber is a cinematic but gritty setting, with grounded violence and high lethality. It is not expected that all Runners will survive, and periodic turnover within a team should be a thing. Every Run could be a Runner's last, due to death, injury, or a decision to get out of the game while still more or less in one piece.
MetaCyber is designed for mid-powered characters who scale into high-power tiers as they survive and gain experience. It is assumed that new characters in this paradigm start with 125 Base Points and up to 100 points from Disadvantages. This value can be altered by the GM at will.
A GM can easily kickstart the campaign to a higher level of play by granting Experience to characters to represent their status as veteran adventurers when the campaign starts.
Similarly, the GM could downscale the characters to represent that they are somewhat green when the campaign starts. However, given the lethality of the setting, this should be carefully considered.
In play, GMs should be somewhat fluid with XP awards to encourage a sense of growing power and so that the scale of the antagonists can be ramped up as the group takes on bigger and more dangerous missions. Without this feeling of ascending scale, a sense of boredom can set in. You can only break into a regional office to hack a corporate mainframe so many times before it becomes routine. There are always bigger, more dangerous missions that can be cooked up to maintain the challenge level, and when a GM starts to feel like the game is in a comfortable place, the XP flow can be tapered off to keep the PCs in that point range for a while.
If a player character dies or is retired, the GM should allow the player's new character to enter play with the same total XP as their previous character. Otherwise, players will get discouraged or give up. Also, if players want to just swap out characters periodically, this should not be penalized so long as it is not disruptive to the overall play experience. There is a bit of a "Mission Impossible" vibe to Runs, so it is very feasible for a Fixer to insist on a specialist joining a Run, or other similar justifications for a lineup change.
The following chart vaguely indicates relative status levels by adjusted character points. The titles are not intended to have any literal meaning; they are just intended to give an idea of the status of a character with that many character points relative to the setting.
| Relative Status | Base | Max Disadvantage Points | Starting Experience | Total Points |
|---|---|---|---|---|
| Noob | 25 | 100 | 0 | 125 |
| Neophyte | 75 | 100 | 0 | 175 |
| Youngblood | 125 | 100 | 0 | 225 |
| Pro | 125 | 100 | 25 | 250 |
| Veteran | 125 | 100 | 75 | 300 |
| Hero | 125 | 100 | 125 | 350 |
| Champion | 125 | 100 | 175 | 400 |
| Famous | 125 | 100 | 250 | 475 |
| Legend | 125 | 100 | 400 | 625+ |
The following rules options have been curated to dial in a particular combination of cinematic and gritty options, that create a somewhat over-the-top but still grounded play experience. This setup is assumed to be in effect for MetaCyber campaigns.
| Normal Characteristic Maxima (NCM) | Required | |
| Powers Available? | by Origin | |
| Super Skills Available? | by Origin | |
| Combat Luck Available? | by Origin, to a cap | |
| Deadly Blow Available? | by Origin, to a cap | |
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| Literacy Standard? | Yes | |
| Weapon Familiarity Required? | Yes | |
| Armor Familiarity Required? | No | |
| Transport Familiarity Required? | Yes | |
| Skill Maxima? | No | |
| STR Minima? | Yes | |
| Superheroic CSL Conversion? | No | |
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| Encumbrance? | Yes | |
| Knockback or Knockdown? | Knockdown | |
| Damage Resolution? | Hit Locations | |
| Damage Persistence? | Injury & Impairment | |
| Default Damage Kind? | Killing | |
| Long Term Endurance? | Yes | |
| END Ratio? | (Active Points / 10) | |
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| Equipment Cost Handling? | Resource Pool | |
| Bases & Vehicles Cost Handling? | Resource Pool | |
| Followers Cost Handling? | Resource Pool | |
| Cybernetics Cost Handling? | Character Points | |
MetaCyber uses the notion of Origins for all PCs and significant NPCs. Origins modify what is or isn't allowed for a given character's build in specific ways. A character can have exactly one Origin, and thus it is a significant decision.
There are four Origins assumed to be common in the MetaCyber setting. As they are mechanical in nature, while a GM can extend or swap out Origins, they might need to make some adjustments here or there to accommodate their changes.
Pure Cyberpunk
If a GM wants to focus specifically on a pure cyberpunk experience without the metahuman concepts of MetaCyber, they can simply exclude the Meta Origin, and perhaps the Tuber Origin as well. The iconic characters of excluded Origins are not usable, but all other content is.
Androids / Replicants / Synthetics / Etc
If a GM wants to add in artificial humanoids, I recommend dropping the Tuber Origin and re-purposing some of the Tuber Phenotypes to instead represent specific lines or kinds. I would use Extra Capable, Extra Enhanced, Extra Evolved, Extra Rugged, Extra Quick, Extra Smart for this purpose.
MetaCyber also uses the notion of Archetypes for Runners in general, whether they be PCs or significant NPCs. Unlike Origins, Archetypes are optional and non-exclusive. The serve as ready-made roles that make it easy to fill out a team with the skill set needed for specific Runs. Characters do not have fit neatly into one or more Archetypes, but it does make it more difficult for them to find work.
There are eight Archetypes assumed to be common in the MetaCyber setting. However, because Archetypes are narrative rather than mechanical in nature, GMs are free to merge, extend, or discard these options as they see fit without harm.
Characters can have three different Resource Pools, as described in the Dark Champions Genre book. The allowed Resource Pools and their default starting values as shown in the below table.
| Resource Pool | Starting Points |
|---|---|
| Equipment | 60 |
| Vehicles / Bases | 10 |
| Contacts / Followers | 5 |
Note: The default values of certain pools are modified by certain Origins
As described in Dark Champions, there is a difference between Kit and Armory. A character's Kit is what they can carry on their person or into combat, while their Armory is their stockpiled collection of items from which they can choose their Kit.
When created, starting characters are assumed to have any gear they can fit into their Resource Pools for free, without having to pay credits for them from their starting funds.
Gear that a character owns that isn't currently in one of their Resource Pools is considered to be in their Armory. When they have access to their Armory, a character can fill up their Resources Pools from their Armory and swap items to and from their Kit and Armory.
Thus, character's can acquire more gear than they can carry, and stash some of it elsewhere for potential future use. Acquisition can take many forms ranging from theft, looting fallen enemies, and the more prosaic option of buying them for credits. It is each player's responsibility to keep track of their own character's Armory and Kit, but GMs are recommended to monitor this as well in any case where they suspect dishonesty or poor accounting.
The Equipment Availability Perks detailed in Dark Champions are in effect. In addition to affecting starting Equipment options, characters are assumed to have connections that allow them to acquire items appropriate to their Equipment Availability during play with greater ease than other characters.
| Perk | Cost | Benefit |
|---|---|---|
| Standard | Free | Basic handguns, basic body armor, and "army surplus" type gear. Normal street vehicles. |
| Enforcement | 3 | Military small arms, submachine guns / assault weapons, and basic military issue. SWAT-style vehicles (such as Runner Vans). |
| Military | 5 | Grenades, machine guns, high-grade body armor, basic military vehicles, and restricted military issue devices. All light-to-medium military air and ground vehicles such as Armored Reconnaissance Vehicles, observation planes, transport helicopters, and similar mid-grade units. |
| Advanced Military | 10 | Missile launchers, flamethrowers, small-scale Nuclear / Biological / Chemical weapons, ordnance, artillery pieces, experimental and cutting-edge weapons, and similar items. Main battle tanks, fighter aircraft, assault helicopters, and other high-end military vehicles. |
During play, a character might sporadically acquire a bit of gear of a higher grade than their Equipment Availability Perks naturally gives them access to. But even then, they won't be able to easily repair, maintain, or replace such gear without the Perk.
Depending upon the emerging story of a campaign, characters that do not start play with an elevated Equipment Availability Perk might gain or improve such a Perk later, but they must pay the character points to do so. Similarly, a character might lose access based upon the emerging plot of a campaign; character points are recouped if this occurs.
Combat-effective Healing is unusual, though some high-tech first aid kits might be represented by Healing at the GM's discretion. MetaCyber characters get hurt often and will frequently have some residual damage from previous encounters. However, out-of-combat healing is fairly common assuming a character can afford professional medical treatment in a high-tech facility. Additionally, it is expected to be very common for characters to have the Rapid Healing Talent and/or lots of BODY.
With the Injury options in use it is also expected that characters will eventually need some form of cybernetics to replace destroyed body parts. While high-tech medical facilities can save a character from the verge of death if they are accessible, there is no form of resurrection. Thus a GM might want to consider having all players prepare and maintain an "understudy" character that is ready to be brought into play fairly quickly in the case of the untimely death of their primary character.
Deadly Blow is available, with the following restrictions.
Combat Luck is available, with the following restrictions.
A concern when running MetaCyber games is characters who layer defenses to the point where they are invulnerable. It is important to remember in a setting like MetaCyber that most guns hover in the 2d6K range and thus armor of 10+ is extremely powerful and armor of 13+ will require heavy weapons to put a dent in. Thus a GM should be careful to keep DEF under control or else characters can become bulletproof.
The commonality of layered defenses becomes more prevalent if cybernetics are more common. For instance, what happens when a character with Dermal Armor wears Body Armor, both built using the Armor Power? Or when a meta with Steel Skin puts on a suit of Powered Armor?
To limit the ability for a Character to stack several small defenses on themselves of the same type and attain Tank-like resistance to harm, it is recommended that a House Rule be implemented as follows: If a character has two Defenses that apply to the same attack that are based on the same HERO System Base Power, they use the higher Defense +1 PD or ED for each other Defense that also applies.
For the purposes of this House Rule, the following are considered to be distinct Defenses:
NOTE: Force Wall is not on this list. A Character protected by multiple Force Walls gets the benefit of all of them.
NOTE: A Force Field can also contain Flash Defense, Power Defense, and Mental Defense. This would add to each of those Defenses bought separately if a Character had both.