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Meta Awareness

Transmission & Vectors

Exposure To Higher Dimensions

Most portals will only transfer an object from one place to another within the same dimension, even if across time. However, transference to a higher plane is infinitesimally rarer   It is also considerably more dangerous, as not only would one have to pass through, one must also survive what is on the other side, before finding their way back.

Affected Groups

Transmigrants

Humans are the newest locals to be exposed to the potential of awareness.

Locals

Other migrants to Manidweepa are at various stages of cultural acceptance of meta awareness as just another element of strangeness in

Natives

Dimension hopping creatures are either completely immune to meta awareness or have so thoroughly incorporated the phenomenon into themselves as to be indiscernible to any quirk.

Prevention

Avoidance

The most obvious way to avoid getting this superpower is simply not go to the places that are portal prone. However, many daring, megalomaniacal or peripatetic individuals what purpose fleeing go to such places with the express intent of being so affected.   Although, it is incredibly random. Even passing through hundreds of portals or being awashed many times over by reality waves, does not guarantee meta awareness.

Cultural Reception

Literatus

Any litterati who had discovered the possibilities of meta awareness would be the subject of great jealousy form their peers.   But attempts to inquire further have always been stymied by the cultures whose members that have experience it. They seem to regard it with a measure of fear and are not inclined to to create more zetetics.

Game Mechanics

Group 1
1d17
Meta Point
Action Description
1 Found Gun
  • Range weapon found
  • +2 dice this round and +1 dice thereafter
  • 2 Impromptu Melee
  • Improvise a melee weapon out of a mundane item
  • +2 dice this round and +1 dice thereafter
  • 3 Unexpected Boon
  • Intercede positively after another character's roll, but before the GM, that helps them by narrative description
  • +1 score for a target character
  • 4 Crippling Shot
  • Choose a target NPC and 1d6 Roll for number of Inactive Turns
    OR
  • Choose a target PC and 1d3 Roll for number of Inactive Turns
  • 5 Collateral Damage
  • Damage an object as a side effect of an action
  • 6 Deus Ex Machina
  • GM must relax one of his harsher description
  • 7 Combined Assault
  • You and 1 PC or NPC, attack the same target immediately (without compromising their turn) at +1score
    OR
  • The target attacks you immediately at -1 score
  • 8 Critical Failure
  • GM describes immediate failure for a target
  • 9 Critical Success
  • GM describes immediate success for a target
  • 10 Drop
  • A target fumbles and drops a piece of equipment, after a roll but before the GM describes the outcome
  • 11 Hand of God
  • This option can be saved once for future use
  • Cancel a suggested meta point before it can be implemented
  • 12 Specialization
  • Describe a tool useful to an action
  • +2 dice this round and +1 dice thereafter
  • 13 Feint
  • Describe a dF*5+dF*5+3dF*5 bluff during a combat phase
  • Describe a situation that dF*5+dF*5+3dF*5 confuses an enemy
  • 14 Flesh Wound
  • A successful attack roll causes the target to lose a limb
  • 15 Reinforcements
  • Describe a group of NPCs who are either useful or detrimental to an action
  • GM controls the NPCs after the round ends
  • 16 Aesthetic
  • Describe a decorative feature (light fixtures, chairs, statues) useful to an action
  • +2 dice this round and +1 dice thereafter
  • 17 Victory
  • For one turn, rolls are treated as 20. Irrespective of the actual number

  •  
    Group 2
    1d34min18
    Meta Point
    Action Description
    18 First
  • Interrupt a target’s action, after which they resolve their action
  • 19 Thinking
  • Assign 3 actions of your choice numbered 1 , 2 , 3
  • The first one rolled is yours.
  • Pass the second to a player of your choice.
  • The last is permanently excluded from the rest of the game.
    {1d3,1d3}
  • 20 Improvise
  • First declare an action,
  • Then, roll a random action: 1d51!
  • Then, narrate its effects to whatever happened, for better or ill
  • 21 Improvised Defense
  • Find a piece of armour or clothing helpful to the current situation
  • +2 dice this round and +1 dice thereafter
  • 22 Jam
  • The target weapon jams
  • 23 Explosion
  • Describe a random explosion with a 3m blast radius
  • 24 Hide
  • A hiding spot simply appears
  • Dodge any attacks until the start of the next round but unable do anything else till then
  • 25 Lucky Dodge
  • Negate any previously inflicted damage in exchange for a carried item chosen by the GM
  • 26 Reunion
  • Describe a NPC useful or detrimental to an action
  • +2/-2 dice this round and +1/-1 dice thereafter
  • GM controls the NPC after the end of the round
  • 27 Mistake
  • Describe a NPC useful or detrimental to an action
  • +2/-2 dice this round and +1/-1 dice thereafter
  • GM controls the NPC after the end of the round
  • 28 Confound
  • Credit for any particular action initially done by a character becomes having been performed by someone else. GM chooses
  • 29 Secret Passage
  • Describe a convenient feature (crane, vent, steam pipe, etc) useful to an action
  • +2 dice this round and +1 dice thereafter
  • 30 Hinder
  • Delete 1 success roll from a target total
  • Describe something unexpected that hindered them
  • 31 Opposite
  • GM is forced to describe the opposite effect to what a target would have wanted
  • 32 Desperate Act
  • Launch an attack with a non-standard Stat/Skill combination
  • +2 successes when above 75% 1d% . If not, -1 success.
  • 33 Risk
  • Describe how an action became dangerous
  • +2 dice to any action
  • For every [6] rolled, take 1 severity wound.
  • 34 Risky
  • Describe how an action became dangerous
  • +2 dice to any action
  • For every [6] rolled, take 1 severity wound.
  • Group 3
    1d51min35
    Meta Point
    Action Description
    35 Repurpose
  • Take any item mentioned by the GM and boost it with improved stats
  • +2 dice this round and +1 dice thereafter
  • 36 Missed
  • Annul the immediate damage taken
  • The attacker loses a meta point
  • 37 Accident
  • Describe something, after a roll, that hindered the target and before the GM can describe it
  • -1 success from the roll
  • 38 Impulse
  • Go first at the start of a round
  • -1 dice from any roll you make this round
  • Your actions take precedence before others this round
  • 39 Spontaneity
  • Go first at the start of a round
  • -1 dice from any roll you make this round
  • Your actions take precedence before others this round
  • 40 Ambush
  • Enemy you spotted becomes unaware of you
  • +2 attack
  • Optional swap between Strength and Wisdom, Stealth and Melee or both
  • 41 Kill
  • Automatically kill whatever you damaged
  • 42 Knife
  • Describe a hand-to-hand weapon useful to an action
  • +2 dice this round and +1 dice thereafter
  • 43 Robot
  • Describe an AI useful or detrimental to an action
  • +2/-2 dice this round and +1/-1 dice thereafter
  • 44 Assessment
  • Successful when ( 1d6 +wisdom+bonus) greater than 10
  • +1 dice next turn if successful, for yourself and anyone you choose
  • -1 dice next turn if failed, for everyone
  • 45 Patience
  • Declare your intention first and then go last with +2 dice
  • Actions are concluded simultaneously if 'Temporize' is in effect in the same round
  • 46 Temporize
  • Declare your intention first and then go last with +2 dice
  • Actions are concluded simultaneously if 'Patience' is in effect in the same round
  • 47 Ride
  • Describe a vehicle useful to the action
  • +2 dice this round and +1 dice thereafter
  • 48 Elevate
  • Describe an elevated feature (lift, gantry, stairs, etc) useful to an action
  • +2 dice this round and +1 dice thereafter
  • 49 Liquid
  • Describe a liquid useful or detrimental to an action
  • +2/-2 dice this round and +1/-1 dice thereafter
  • 50 Target
  • An attack hits a different target from the one intended
  • New target is decided between the GM and the player
  • 51 Freebie Create a new, unmentioned ability between the GM and the player
      A meta point is a special reward system that follows the Players (not the characters) that is transferable between the characters they player controls from one game to another, provided they did not spend all of it in one game. In its simplest form, they can act as a automatic success for whatever the players' respective character was just doing.   Narratively, the storyline is intended to play with ergodic literature by including meta-like intervention from the players. The meta-awareness is the in-universe reason for this mechanic.   It is intended for players to temporarily overtake from the GM and alter the environment in one miniscule manner to the character's benefit.

    Type
    Divine
    Origin
    Divine
    Cycle
    Chronic, Acquired
    Rarity
    Extremely Rare
    Watch Out Sites
  • Lurker Threshold
  • Nonantum
  • Aaragon
  • Sunyata
  • Portal Alley
  • Titian's Path

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