
Powers
[PWRS]
Powers & Abilities, the bread and butter to what makes Metas unique! These powers range from Active, Passive, Non-Combat, Defensive, and Offensive. This isn't even including the variety of Elements that they are thanks to the items that each Meta gets at their creation. Each power has a variety of different variables that make it up. The powers range from Level 1 at the lowest to Level 10 at the highest. A rough sample of what powers can do by level can be seen below.
Power Sample
Level 1. Equivalent to small instrument/tool
Level 2. Advanced of above
Level 3. Equivalent to common, natural occurrence
Level 4. Advanced stage of above
Level 5. Equivalent to weapon
Level 6. Advanced of above
Level 7. Equivalent to unnatural weapon or super heroic power
Level 8. Advanced of above
Level 9. Equivalent to natural disaster
Level 10. Equivalent to mythical force, God-like power
Level 2. Advanced of above
Level 3. Equivalent to common, natural occurrence
Level 4. Advanced stage of above
Level 5. Equivalent to weapon
Level 6. Advanced of above
Level 7. Equivalent to unnatural weapon or super heroic power
Level 8. Advanced of above
Level 9. Equivalent to natural disaster
Level 10. Equivalent to mythical force, God-like power

Active Powers
[APWR]
Controlling Elements, Close Combat, Healing, Summoning Weapons; All of these and more are Active Powers. These are the powers you will roll for.
The Rolls for the active power are the powers Level of d6.
These powers will also have limitations on them, from ranges, flat additional bonuses, and duration.
Power Rolls
Level 1. 1d6
Level 2. 2d6
Level 3. 3d6
Level 4. 4d6
Level 5. 5d6
Level 6. 6d6
Level 7. 7d6
Level 8. 8d6
Level 9. 9d6
Level 10. 10d6
Level 2. 2d6
Level 3. 3d6
Level 4. 4d6
Level 5. 5d6
Level 6. 6d6
Level 7. 7d6
Level 8. 8d6
Level 9. 9d6
Level 10. 10d6

Power Ranges
[APWRR]
Ranges are the distance of a power, how far it can go, how close you need to be to use the power or for it to have an effect on someone else. The ranges go up by level and have variations on what they are.
The list below gives the ranges.
You must use the numbers below or get approval by That One Halfling to accept variations of the numbers.
Ranges: Radius
A Radius around your Meta where Damage or an Effect can happen. Ex. Fire Blast.
Level 1. 5ft
Level 2. 10ft
Level 3. 15ft
Level 4. 20ft
Level 5. 30ft
Level 6. 35ft
Level 7. 40ft
Level 8. 50ft
Level 9. 60ft
Level 10. 70ft
Level 1. 5ft
Level 2. 10ft
Level 3. 15ft
Level 4. 20ft
Level 5. 30ft
Level 6. 35ft
Level 7. 40ft
Level 8. 50ft
Level 9. 60ft
Level 10. 70ft
Ranges: Line of Sight
A range within 'sight' that your Meta can attack up to. Ex. Fireball.
Level 1. 15ft
Level 2. 30ft
Level 3. 45ft
Level 4. 60ft
Level 5. 90ft
Level 6. 130ft
Level 7. 180ft
Level 8. 230ft
Level 9. 300ft
Level 10. 400ft
Level 1. 15ft
Level 2. 30ft
Level 3. 45ft
Level 4. 60ft
Level 5. 90ft
Level 6. 130ft
Level 7. 180ft
Level 8. 230ft
Level 9. 300ft
Level 10. 400ft

Power Bonuses
[APWRB]
Powers can give additional bonuses - Active powers usually coming in the line of Flat Numbers, but on a rare occasion able to increase/buff another power. If you are adding additional dice to someone, aka Buffing them, the limitation is no higher than an additional 6d6 (this goes for adding additional dice to your own non-combat power). The list is seen below.
Buff Limitations: Maximum of 2 Self-Only, Non-Conditional Buffs per Attack, Defend, and Movement; 1 Buff provided from another persons Meta (not your own). This includes Racial Powers.
Buffing another Active Combat power can only be done to another Meta.
You cannot buff your own characters Active Combat Power dice roll.
You cannot increase your own characters Active Combat Power dice pool.
You must use the numbers below or get approval by That One Halfling to accept variations of the numbers.
[APWRB]
Powers can give additional bonuses - Active powers usually coming in the line of Flat Numbers, but on a rare occasion able to increase/buff another power. If you are adding additional dice to someone, aka Buffing them, the limitation is no higher than an additional 6d6 (this goes for adding additional dice to your own non-combat power). The list is seen below.
Buff Limitations: Maximum of 2 Self-Only, Non-Conditional Buffs per Attack, Defend, and Movement; 1 Buff provided from another persons Meta (not your own). This includes Racial Powers.
Buffing another Active Combat power can only be done to another Meta.
You cannot buff your own characters Active Combat Power dice roll.
You cannot increase your own characters Active Combat Power dice pool.
You must use the numbers below or get approval by That One Halfling to accept variations of the numbers.
Flat Bonuses
Additional Bonuses that can be added to Powers with Dice Rolls or Defenses.
Level 1. +1
Level 2. +2
Level 3. +2
Level 4. +3
Level 5. +3
Level 6. +4
Level 7. +4
Level 8. +5
Level 9. +5
Level 10. +6
Level 1. +1
Level 2. +2
Level 3. +2
Level 4. +3
Level 5. +3
Level 6. +4
Level 7. +4
Level 8. +5
Level 9. +5
Level 10. +6
Bonus Dice
Bonus dice for powers for Buffing/Adding Dice to others powers.
Level 1. +1d6
Level 2. +2d6
Level 3. +2d6
Level 4. +3d6
Level 5. +3d6
Level 6. +4d6
Level 7. +4d6
Level 8. +5d6
Level 9. +5d6
Level 10. +6d6
Level 1. +1d6
Level 2. +2d6
Level 3. +2d6
Level 4. +3d6
Level 5. +3d6
Level 6. +4d6
Level 7. +4d6
Level 8. +5d6
Level 9. +5d6
Level 10. +6d6

Power Duration
[APWRD]
Active powers can have a limit to how long they can either stay active or stay as an active damage over time [a DoT]. If your power is going to be a Damage over Time based power or you want the option for that, you can either do the damage you have rolled, or go for 3/4ths, 1/2, or 1/4th of the damage of the initial roll depending on what you're going for. This is power to power and is a variable that depends on the meta and power kit.
Below are the maximum ranges for Active Powers.
You must use the numbers below or get approval by That One Halfling to accept variations of the numbers.
[APWRD]
Active powers can have a limit to how long they can either stay active or stay as an active damage over time [a DoT]. If your power is going to be a Damage over Time based power or you want the option for that, you can either do the damage you have rolled, or go for 3/4ths, 1/2, or 1/4th of the damage of the initial roll depending on what you're going for. This is power to power and is a variable that depends on the meta and power kit.
Below are the maximum ranges for Active Powers.
You must use the numbers below or get approval by That One Halfling to accept variations of the numbers.
Power Duration
Level 1. 1 Round [Limited Use: 3 Rounds]
Level 2. 2 Rounds [Limited Use: 4 Rounds]
Level 3. 2 Rounds [Limited Use: 5 Rounds]
Level 4. 3 Rounds [Limited Use: 6 Rounds]
Level 5. 3 Rounds [Limited Use: 7 Rounds]
Level 6. 4 Rounds [Limited Use: 8 Rounds]
Level 7. 4 Rounds [Limited Use: 9 Rounds]
Level 8. 5 Rounds [Limited Use: 10 Rounds]
Level 9. 5 Rounds [Limited Use: 11 Rounds]
Level 10. 6 Rounds [Limited Use: 12 Rounds]
Level 2. 2 Rounds [Limited Use: 4 Rounds]
Level 3. 2 Rounds [Limited Use: 5 Rounds]
Level 4. 3 Rounds [Limited Use: 6 Rounds]
Level 5. 3 Rounds [Limited Use: 7 Rounds]
Level 6. 4 Rounds [Limited Use: 8 Rounds]
Level 7. 4 Rounds [Limited Use: 9 Rounds]
Level 8. 5 Rounds [Limited Use: 10 Rounds]
Level 9. 5 Rounds [Limited Use: 11 Rounds]
Level 10. 6 Rounds [Limited Use: 12 Rounds]

Passive Powers
[PAPWR]
Increased Agility, Bones like Steel, Adamantine Frame, Enhanced Senses, Featherfoot, Reality Perception and more are Passive powers. Abilities that give bonuses for things that just are always there, always on, always going. These powers may require rolls depending on what the power is - sometimes [ex. Reality Perception, Enhanced Senses] it’s to see if you hit the required number to see something, more so if it’s masked by another power [in a way, you’re contesting this power when you use a power like this and use it to roll.]. Many passive powers do not require rolls, but, like Active Powers, have a dice pool as seen below.
These powers, like Active Powers, can and usually will also have limitations on them, from ranges, flat additional bonuses, and duration.
Power Rolls
Level 1. 1d6
Level 2. 2d6
Level 3. 3d6
Level 4. 4d6
Level 5. 5d6
Level 6. 6d6
Level 7. 7d6
Level 8. 8d6
Level 9. 9d6
Level 10. 10d6
Level 2. 2d6
Level 3. 3d6
Level 4. 4d6
Level 5. 5d6
Level 6. 6d6
Level 7. 7d6
Level 8. 8d6
Level 9. 9d6
Level 10. 10d6

Power Ranges
[PPWRR]
Ranges are the distance of a power, how far it can go, how close you need to be to use the power or for it to have an effect on someone else. The ranges go up by level and have variations on what they are.
The list below gives the ranges.
You must use the numbers below or get approval by That One Halfling to accept variations of the numbers.
Ranges: Radius
A Radius around your Meta where an Effect or a sense can extend to.
Level 1. 2ft
Level 2. 5ft
Level 3. 10ft
Level 4. 15ft
Level 5. 20ft
Level 6. 25ft
Level 7. 30ft
Level 8. 40ft
Level 9. 50ft
Level 10. 60ft
Level 1. 2ft
Level 2. 5ft
Level 3. 10ft
Level 4. 15ft
Level 5. 20ft
Level 6. 25ft
Level 7. 30ft
Level 8. 40ft
Level 9. 50ft
Level 10. 60ft
Ranges: Line of Sight
A range within 'sight' that your Meta can pinpoint or sense up to; Ex. Telescopic Vision.
Level 1. 10ft
Level 2. 20ft
Level 3. 35ft
Level 4. 50ft
Level 5. 70ft
Level 6. 100ft
Level 7. 150ft
Level 8. 200ft
Level 9. 280ft
Level 10. 340ft
Level 1. 10ft
Level 2. 20ft
Level 3. 35ft
Level 4. 50ft
Level 5. 70ft
Level 6. 100ft
Level 7. 150ft
Level 8. 200ft
Level 9. 280ft
Level 10. 340ft

Power Bonuses
[PPWRB]
Powers can give additional bonuses - Passive powers can come in two methods of bonuses - adding a small number of dice to a power that is Non-Combat Power and must have a limitation to how many times it can be used per day.
These flat Bonuses add up with the Flat Bonuses of the Active Powers and combined they cannot reach over a total Bonus of +24 for one Attack or Defense.
You must use the numbers below or get approval by That One Halfling to accept variations of the numbers.
[PPWRB]
Powers can give additional bonuses - Passive powers can come in two methods of bonuses - adding a small number of dice to a power that is Non-Combat Power and must have a limitation to how many times it can be used per day.
These flat Bonuses add up with the Flat Bonuses of the Active Powers and combined they cannot reach over a total Bonus of +24 for one Attack or Defense.
You must use the numbers below or get approval by That One Halfling to accept variations of the numbers.
Flat Bonuses
Additional Bonuses that can be added to Powers with Dice Rolls or Defenses.
Level 1. +3
Level 2. +4
Level 3. +5
Level 4. +6
Level 5. +7
Level 6. +8
Level 7. +9
Level 8. +10
Level 9. +11
Level 10. +12
Level 1. +3
Level 2. +4
Level 3. +5
Level 4. +6
Level 5. +7
Level 6. +8
Level 7. +9
Level 8. +10
Level 9. +11
Level 10. +12
Bonus Dice
Bonus dice for powers for Buffing your own Non-Combat Power.
Level 1. +1d6
Level 2. +2d6
Level 3. +2d6
Level 4. +3d6
Level 5. +3d6
Level 6. +4d6
Level 7. +4d6
Level 8. +5d6
Level 9. +5d6
Level 10. +6d6
Level 1. +1d6
Level 2. +2d6
Level 3. +2d6
Level 4. +3d6
Level 5. +3d6
Level 6. +4d6
Level 7. +4d6
Level 8. +5d6
Level 9. +5d6
Level 10. +6d6

Power Duration
[PPWRD]
Passive Powers, much like the Active Powers, can have a duration limit on how long they can remain up, remain active if you’d like to add a limitation factor to your power depending on the strength of what you’re doing and if it has a pre-set designation for how many times a day you can use the power.
You must use the numbers below or get approval by That One Halfling to accept variations of the numbers.
[PPWRD]
Passive Powers, much like the Active Powers, can have a duration limit on how long they can remain up, remain active if you’d like to add a limitation factor to your power depending on the strength of what you’re doing and if it has a pre-set designation for how many times a day you can use the power.
You must use the numbers below or get approval by That One Halfling to accept variations of the numbers.
Power Duration
Level 1. 1 Round or 3 Rounds
Level 2. 2 Rounds or 4 Rounds
Level 3. 2 Rounds or 5 Rounds
Level 4. 3 Rounds or 6 Rounds
Level 5. 3 Rounds or 7 Rounds
Level 6. 4 Rounds or 8 Rounds
Level 7. 4 Rounds or 9 Rounds
Level 8. 5 Rounds or 10 Rounds
Level 9. 5 Rounds or 11 Rounds
Level 10. 6 Rounds or 12 Rounds
Level 2. 2 Rounds or 4 Rounds
Level 3. 2 Rounds or 5 Rounds
Level 4. 3 Rounds or 6 Rounds
Level 5. 3 Rounds or 7 Rounds
Level 6. 4 Rounds or 8 Rounds
Level 7. 4 Rounds or 9 Rounds
Level 8. 5 Rounds or 10 Rounds
Level 9. 5 Rounds or 11 Rounds
Level 10. 6 Rounds or 12 Rounds


Power Samples
[PWRSM]
Below are some Sample Powers of what one can do with powers, as you can see, powers are set up to be as simplistic as possible without limiting your own creativity when actually typing out what the power is attempting todo [aside from it's own level limitations], making it so you can play more with what your Meta is doing.


Elemental List
[ELMNT]
Powers, like Metas, come in many shapes, forms and types. These are known as Elements! Some powers don't have them and some end up making elements of their own in a way when something just doesn't quite fit in line with one or another [see Technology element]. If no element applies, then a simple N/A can be put into place. The list below will be constantly evolving as more and more elements end up cropping up if some have been missed or if something ends up showing up that we didn't think of!
List of Elements, Last Updated 12/7/16
Air, Earth, Fire, Water, Darkness, Light, Electricity/Lightning, Ice/Cold, Weather, Aether, Cosmic/Space, Gravity, Technology, Blood, Poison/Venom, Disease/Bacteria, Chaos, Order, Emotional, Psychic/Mental, Physical (Bludgeoning), Physical (Slashing), Physical (Piercing), Time*
*This Element is extremely Rare and cannot have an entire Meta dedicated to it. Time is a very finicky thing to deal with in our system. To have a Time based power requires approval from That One Halfling, Broken_Illumination, and Midnightspirit
*This Element is extremely Rare and cannot have an entire Meta dedicated to it. Time is a very finicky thing to deal with in our system. To have a Time based power requires approval from That One Halfling, Broken_Illumination, and Midnightspirit

Resistances
[RSIST]
Resistances, like your Base Defense, are a flat number that go up by stage and must be Resistances of the elements listed above. There is a hard limit to how many each Meta gets; Toddlers get 1, Children 1, Teens 2, Adults 3, and Elders 4.
The only resistance(s) that grant you Conditional Immunity are Disease/Bacteria as you become Immune to Physical Diseases. If someone has a Power that actively deals "Disease Damage", you must still take damage, but use the Resistance Level of your current stage.
Below is the list of Resistances that can be added to your Base Defense against the Elements you are Resistant to.
Toddler: 4
Child: 7
Teen: 11
Adult: 14
Elder: 17

Weaknesses
[WKNS]
Weaknesses, unlike resistances, are flat numbers you subtract from your Base Defense and, if there's any left over after the Base Defense is used up, you take that as additional damage. These numbers go up by how severe you want the Weakness to be, and do not have to be from the elemental list but it is highly suggested. If you want to have a character to take specific negatives to specific rolls you can! Just be careful on what you want to label as a Weakness and what should be labeled as a Character Flaw.
There is currently no maximum limit to how many weaknesses you should have, but the fewer you have the more devastating they should be to your Meta.
Below is the list of the Weakness Ranges (and words to use) and the corresponding numbers.
[RSIST]
Resistances, like your Base Defense, are a flat number that go up by stage and must be Resistances of the elements listed above. There is a hard limit to how many each Meta gets; Toddlers get 1, Children 1, Teens 2, Adults 3, and Elders 4.
The only resistance(s) that grant you Conditional Immunity are Disease/Bacteria as you become Immune to Physical Diseases. If someone has a Power that actively deals "Disease Damage", you must still take damage, but use the Resistance Level of your current stage.
Below is the list of Resistances that can be added to your Base Defense against the Elements you are Resistant to.
Toddler: 4
Child: 7
Teen: 11
Adult: 14
Elder: 17

Weaknesses
[WKNS]
Weaknesses, unlike resistances, are flat numbers you subtract from your Base Defense and, if there's any left over after the Base Defense is used up, you take that as additional damage. These numbers go up by how severe you want the Weakness to be, and do not have to be from the elemental list but it is highly suggested. If you want to have a character to take specific negatives to specific rolls you can! Just be careful on what you want to label as a Weakness and what should be labeled as a Character Flaw.
There is currently no maximum limit to how many weaknesses you should have, but the fewer you have the more devastating they should be to your Meta.
Below is the list of the Weakness Ranges (and words to use) and the corresponding numbers.
Weakness Range
Minor: 6
Light: 12
Moderate: 18
Serious: 24
Critical: 30, 36, 42, 48, etc...
