Download as pdf or txt
Download as pdf or txt
You are on page 1of 50

M

R
I
C
Δ
R
D


Ω T
R
P Δ
∑ G
R Ω
Δ S

T
Ç
Δ G
Δ
C M
Δ ∑
V S
Δ

Δ
S
S
Δ
N

M
R
I
C
Δ
R
D


Ω T
R
P Δ
∑ G
R Ω
Δ S

T
Ç
Δ G
Δ
C M
Δ ∑
V S
Δ

Δ
S
S
Δ
N

1
2
PLΔYT∑ST∑RS
ΔND TH∑IR M∑TΔS
Tomás “DIK∑” Falcão
Physique 9, Precision 14, Psyche 15. Storyteller (Perfect Persona I, Scribe Story I), 7 HP,
kobold; is skilled in hacking, engineering, and communications, has the power of the
“sonic screwdriver” ancient artifact, and is equipped with a gun.
Alexandre “∑RΩS” Gama
Physique 16, Precision 15, Psyche 12. Slayer (Fated Enemy I: bird-people, Study Target
I), 13 HP, kobold; is skilled in weapons, survival, and exploration, has the power of
the “bazooka” ancient artifact, and is equipped with a gun and an oxygen tank.
João Pedro “MΔKΔRIΩS” Falcão
Physique 13, Precision 8, Psyche 12. Seer (Prophetic Polyhedra I, Weave World I), 9 HP,
kobold; is skilled in the knowledge of nature and of the ancient world, has the power
of the “telekinesis tome” ancient artifact, and is equipped with a gun.
Seidjy “M∑M∑NTΩ” Padovan
Physique 12, Precision 10, Psyche 14. Strategist (Course Correction, Rulebook I), 9
HP, kobold; is skilled in meteorology and navigation, has the power of the “weather
watch” ancient artifact, and is equipped with a gun.
Ricardo “TYCH∑” Ventura
Physique 11, Precision 11, Psyche 14. Slayer (Fated Enemy I: ancient constructs, Slay-
er’s Trophy), 11 HP, kobold; is skilled in artillery and demolition, has the power of
the “machine-gun” ancient artifact, and is equipped with a gun and some grenades.

A chaotic band of kobold warriors from an oceanic world who took over a bird-people
cargo aircraft; reclaimed an old oil platform; deactivated the bomb planted on it by
the villain, THΔNΔTΩS; saw themselves inside an ancient submarine after they
were hit by a tsunami; sailed the depths of the ocean until they met a giant love-
craftian monster awoken by the explosions of the other platforms; fought the titanic
horror by controlling the giant mecha in which the submarine had tranformed; stole
and used THΔNΔTΩS’S necrostaff against the monster, overcharging the mechan-
ical colossus’s systems in the process; and sacrificed themselves by jumping into the
creature’s gaping maw with grenades in hands before the mecha exploded!

3
C Ω N T ∑ N T S
INTRΩDUCTIΩN, p. 5
Metalanguage, p. 5 Metaphysics, p. 5
Metagaming, p. 5

M∑TΔS, p. 6
Conception, p. 6 Evolution, p. 7
Incarnation, p. 6 Abilities, p. 8

CLΔSS∑S, p. 10
Seer, p. 10 Storyteller, p. 14
Slayer, p. 12 Strategist, p. 16

M∑TΔMΔST∑R, p. 18
Oracle, p. 19 Statistician, p. 25
Non-player characters, p. 22 Trope characters, p. 25
Sovereign, p. 23 Artifacts, p. 27
Slasher, p. 23 Plot devices, p. 28
Star, p. 24

ΔPP∑NDIX∑S, p. 30
Alpha: World tables, p. 30 Epsilon: Strategist rulebook, p. 40
Beta: Seer tables, p. 32 Zeta: The effects of powers, p. 44
Gamma: Slayer tables, p. 35 External appendixes, p. 47
Delta: Storyteller tables, p. 37

4
INTRΩDUCTIΩN
M∑TΔ is an old school inspired role-playing game of metalanguage, metagaming,
and metaphysics, to be played alone or in a group, with or without a gamemas-
ter, written by RICΔRDΩ P∑RΔÇΔ CΔVΔSSΔN∑ and published by TRΔGΩS
GΔM∑S.

M ∑ T Δ L Δ N G U Δ G ∑
Character classes make references to archetypes of RPG players, instead of genre
archetypes, and the player characters themselves are much like RPG players, being
able to go from world to world, live adventures, participate of and often protagonize
epic tales, not fearing danger or death at all.

M ∑ T Δ G Δ M I N G
Some class feats give the players the possibility of metagaming, like allowing a play-
er’s character to know something the player knows. Thus, most forms of metagaming
must be banned in this game, unless the M∑TΔMΔST∑R decides to allow some
lighter forms of it, like the players briefly discussing their strategy before a combat
round.

M ∑ T Δ P H Y S I C S
Player characters come from a spiritual species who can travel the multiverse, do and
know whatever anyone can do and know, live countless mortal lives and still be con-
sidered young, and who has access to powers that sometimes only the gods possess
– and also to powers not even the gods have.

R ∑ S Ω U R C ∑ S
To play M∑TΔ, the player or players will need this book, pen and paper, some copies
of the different sheets, and at least one die with 4, 6, 8, 10, 12, 20, 24, and 30 sides
(or a way to roll those dice digitally). Other old school RPG books may come in hand.

5
M ∑ T Δ S
A M∑TΔ is an individual disembodied mind, part of the ΩMNIM∑TΔ collective, an
extremely evolved intelligent species of dimensional travelers that transcended time
and space. Groups of M∑TΔS incarnate in various worlds, in order to experience the
universe and know themselves.

C Ω N C ∑ P T I Ω N
Every individual M∑TΔ is a unique idea conceived by the mind of the ΩMNIM∑TΔ
collective. Each M∑TΔ has a name and an alignment:
Name: Think of a concept and write it in classic Greek (this is just for flavor, so do not
worry about linguistic precision; also, the names of M∑TΔS could be in Latin, San-
skrit, etc.). Some examples are ΔGΔTHΩN (good), ΔNDR∑IΔ (courage), ΔRKH∑
(origin), ΔR∑T∑ (virtue), DIK∑ (justice), ∑RΩS (desire), H∑DΩN∑ (pleasure),
LΩGΩS (reason), NΩMΩS (law), PΔTHΩS (passion), PHRΩN∑SYS (wisdom),
SΩPHRΩSYN∑ (temperance), T∑LΩS (purpose), and TYCH∑ (luck).
Alignment: M∑TΔS who bring order to the worlds they visit are Lawful; M∑TΔS
who bring balance to the worlds they visit are Neutral; and M∑TΔS who bring chaos
to the worlds they visit are Chaotic. We recommend players to unanimously choose a
single Alignment for all of their M∑TΔS.

I N C Δ R N Δ T I Ω N
When a M∑TΔ first incarnates, some traits are determined:
Abilities: Physique (which comprises Constitution and Strength), Precision (which
comprises Dexterity and Wisdom), and Psyche (which comprises Intelligence and
Charisma) ability scores are randomly determined by the player, by rolling 3d6 for
each one, in order. Re-roll the lowest one if the sum of the three is less than 30.
Class: Randomly determined by the player among the Seer, the Slayer, the Storytell-
er, or the Strategist, by rolling 1d4.
Feats: Two are chosen by the player from the class feats list.
Hit Points: Randomly determined by the player, by rolling two hit dice (2d6). Each
hit die may receive a bonus, depending on the Physique score.
World: Randomly determined by one of the players, preferably by that player whose
M∑TΔ is a Seer, for the whole group (see appendix alpha).
6
Humanoid Species: Chosen by the player among the ones present in the world.
Skills: All knowledge and competencies are chosen by the player among the ones
present in the world, up to a limit established by the M∑TΔMΔST∑R.
Power: One special skill or supernatural power (like the ability to cast arcane spells,
for example) is chosen by the player among the ones present in the world. To use a
power, the M∑TΔ must spend 1-9 hit points, depending on the level of the effect, as
determined by the M∑TΔMΔST∑R (see appendix zeta for some possible effects).
Equipment: All items and resources are chosen by the player among the ones pres-
ent in the world, up to a limit established by the M∑TΔMΔST∑R.
Languages: M∑TΔS can speak any languages openly spoken in the world.

∑ V Ω L U T I Ω N
Every M∑TΔ begins at 1st level, with no experience points. Whenever the M∑TΔ
accumulates 10 more experience points, multiplied by the next level, the M∑TΔ ad-
vances to the next level (thus advancing to 2nd level with a total of 20 experience
points, to 3rd level with a total of 50, to 4th level with a total of 90, to 5th level with
a total of 140, to 6th level with a total of 200, to 7th level with a total of 270, to 8th
level with a total of 350, to 9th level with a total of 440, to 10th level with a total of
540, and so on, up to 20th level), determining:
Abilities: One is chosen by the player, who then rolls 1d20. If the roll is higher than
the ability score, it increases by 1.
Feats: One more is chosen by the player from the class feats list.
Skills, Powers, and Languages: If the M∑TΔMΔST∑R allows, one more skill, pow-
er, or secret/otherworldly language may be chosen by the player.
Hit Points: One hit die is rolled and added to the hit points total. After level 9, when
the M∑TΔ accumulates a total of ten hit dice, the M∑TΔ stops gaining hit points
by leveling up.

R ∑ I N C Δ R N Δ T I Ω N
When the body of an incarnated M∑TΔ dies, the M∑TΔ reincarnates the next day on
the same world, keeping the level and the experience points total, but determining
species, class, feats, skills, powers, and equipment again. However, if all the M∑TΔ
PCs are simultaneously dead, they reincarnate on another world. When this happens,
usually the M∑TΔS take some time to reincarnate, in order to contemplate on their
adventures.
7
Δ B I L I T I ∑ S
Abilities may be put to test if description and role-play do not settle the outcome of
a risky, dangerous, relevant action. To test an ability, M∑TΔS add 10 to the ability
score (or 15 with advantage, or 5 with disadvantage) and compare it to: the oppo-
nent’s ability score plus 1d20 (or the highest between 2d20 with advantage, or the
lowest between 2d20 with disadvantage), if the opponent is a NΩN-M∑TΔ NPC;
or to the opponent’s ability score plus 10 (or 15 with advantage, or 5 with disadvan-
tage) if the opponent is a M∑TΔ NPC; or to a value between 10 and 40 if there is no
opponent character (this value represents a difficulty class, usually being 10: very
easy, 15: easy, 20: average, 25: challenging, 30: hard, 35: very hard, and 40: almost
impossible). The higher total wins. One advantage cancels one disadvantage. Once
per scene, a M∑TΔ can make an effort, adding 5 to the result of a test, even after the
totals are compared.
Ability scores may also increase or decrease the number of experience points gained
in the end of a session, depending on the main ability of the class. The Physique
score may also increase the number of hit points gained when leveling up:
Ability score 1: –5 experience points.
Ability score 2 or 3: –4 experience points.
Ability score 4 or 5: –3 experience points.
Ability score 6 or 7: –2 experience points.
Ability score 8 or 9: –1 experience point.
Ability score 12 or 13: +1 experience point and +1 hit point.
Ability score 14 or 15: +2 experience points and +2 hit points.
Ability score 16 or 17: +3 experience points and +3 hit points.
Ability score 18 or 19: +4 experience points and +4 hit points.
Ability score 20: +5 experience points and +5 hit points.

C Ω M B Δ T
Physique is tested to determine melee attacks and parry defenses; Precision is tested
to determine surprise, initiative, ranged attacks, and dodge defenses. The damage
caused by the attack of a M∑TΔ PC or NPC is the maximum value of the hit die, while
the damage caused by the attack of a NΩN-M∑TΔ NPC is determined by rolling the
hit die. In a critical hit (when a M∑TΔ PC or NPC adds 20 or more to the ability score
and hits, or when a NΩN-M∑TΔ NPC rolls a 20 and hits), the damage is doubled.

8
∑ X P L Ω R Δ T I Ω N
Physique is tested to run, swim, jump, climb, lift heavy objects, bend bars, etc.; Pre-
cision is tested to walk silently or on slippery surfaces, handle delicate mechanisms,
etc., as well as to notice threats, spot details, etc.; Psyche is tested to comprehend
arcane and theoretical symbols, scriptures, formulas, etc.

I N T ∑ R Δ C T I Ω N
Physique is tested to intimidate with the threat of violence; Precision is tested to
sense intentions; Psyche is tested to communicate, intimidate, persuade, seduce,
perform, etc.

R ∑ S I S T Δ N C ∑
Physique is tested to resist thirst, hunger, fatigue, temperature, falls, diseases, poi-
sons, and effects of petrification, transformation, etc.; Precision is tested to re-
sist whatever can be dodged, like breath weapons and explosions, effects that are
blinding, deafening, etc., and sensory illusions; Psyche is tested to resist effects
of mind reading and mind control, mental illusions, and effects that make a target
afraid, charmed, taunted, etc.

H I T P Ω I N T S
A character can have its current hit points reduced by damage and recovered by heal-
ing. A character can also have its total hit points temporarily or even permanently
reduced by some effects, temporarily increased by effects that grant extra hit points,
and permanently increased by evolution and some effects.
A character can rest to recover from damage. Resting in a dangerous and uncomfort-
able environment allows a character to spend one hit die per night of rest. A M∑TΔ
PC or NPC recovers the maximum value of the spent hit die, while a NΩN-M∑TΔ
NPC rolls the spent hit dice to determine recovery. Resting in a safe and comfort-
able environment allows a character to recover from all damage and also recover
one spent hit die per night of rest. Some forms of damage cannot be recovered from
through rest alone (damage from thirst and hunger can only be recovered through
rest after drinking or eating; damage from disease, poison, or an open wound may
only be recovered through rest after receiving appropriate treatment; etc.).
A character falls unconscious with 0 hit points and dies with negative hit points.

9
C L Δ S S ∑ S
Each class represents a certain approach when adventuring in a world. Each one is
also a representation of a kind of RPG player.

S ∑ ∑ R
The Seer is a representation of gamemasters.
Main ability: Psyche.
Feats:
Facsimile Figurine I: The Seer has a miniaturized holographic representation of the
own Seer’s current incarnation. Once per session, the Seer can be instantly teleport-
ed to a point the Seer can see, on ground level, up to 30 feet from the Seer’s original
position.
Facsimile Figurine II (prerequisites: 2nd level, Facsimile Figurine I): The Seer also has
a miniaturized holographic representation of the current incarnation of each of the
other M∑TΔ PCs. Each M∑TΔ PC can be teleported once per session.
Facsimile Figurine III (prerequisites: 3rd level, Facsimile Figurine II): Once per session,
the Seer can also create a miniaturized holographic representation of each NPC the
Seer can see, up to one character per level. Each character can be teleported once per
session.
Prophetic Polyhedra I: The Seer has a 4-sided and a 6-sided metaphysical polyhedron.
Once per session, the Seer can roll all the polyhedra on the appropriate tables (see
appendix beta) to predict the near future.
Prophetic Polyhedra II (prerequisites: 2nd level, Prophetic Polyhedra I): The Seer also
has an 8-sided and a 10-sided metaphysical polyhedron.
Prophetic Polyhedra III (prerequisites: 3rd level, Prophetic Polyhedra II): The Seer also
has a 12-sided and a 20-sided metaphysical polyhedron.
Prophetic Polyhedra IV (prerequisite: 4th level, Prophetic Polyhedra III): The Seer also
has a 24-sided and a 30-sided metaphysical polyhedron.
Prophetic Polyhedra V (prerequisites: 5th level, Prophetic Polyhedra IV): The Seer’s
player can choose one physical or digital RPG book and use, with the authorization
of the M∑TΔMΔST∑R, tables from this book, rolling on up to a total of ten tables
at a time to predict the near future. The player may in a later session choose another
book, but cannot use two different books at the same session. If necessary, the Seer’s
player can use dice with any number of faces.
10
Prophetic Polyhedra VI (prerequisites: 6th level, Prophetic Polyhedra V): The Se-
er’s player can choose one digital platform and use, with the authorization of the
M∑TΔMΔST∑R, tables posted on this platform, rolling on up to a total of twelve
tables at a time to predict the near future. The player may in a later session choose
another platform, but cannot use two different platforms at the same session.
Screen-Shield: Once per session, the Seer can summon a metaphysical wall that
moves with the Seer for up to one hour, which leaves only the Seer’s head uncovered,
imposing disadvantage to frontal attacks against the Seer.
Weave World I: Once per session, the Seer’s player can determine one fact about a
single object (a longsword, for example), location (a mountain or a building, for ex-
ample), or NΩN-M∑TΔ NPC. The fact must be compatible with all facts already
established or assumed about the world.
Weave World II (prerequisites: 2nd level, Weave World I): Once per session, the Seer’s
player can also determine one fact about a general object (all longswords, for exam-
ple), a group of locations (a range of mountains or a city, for example), or a group of
NΩN-M∑TΔ NPCs (an organization or army, for example).
Weave World III (prerequisites: 3rd level, Weave World II): Once per session, the Seer’s
player can also determine one fact about a class of objects (all blade weapons, for
example), a large location (a geographical region or a nation, for example), or a large
group of NΩN-M∑TΔ NPCs (the inhabitants of a region, the citizens of a nation or
a species, for example).
Weave World IV (prerequisites: 4th level, Weave World III): Once per session, the Seer’s
player can also determine one fact about the world as a whole (a geological feature,
a natural or supernatural law, a god, etc.).
Weave World V (prerequisites: 5th level, Weave World IV): Once per session, the Seer’s
player can also determine one fact about one M∑TΔ NPC.

11
S L Δ Y ∑ R
The Slayer is a representation of players who focus on killing, destroying, and loot-
ing.
Main ability: Physique.
Feats:
Skirmish Spoils I (prerequisite: 2nd level): Once per session, after defeating a non-play-
er character, the Slayer’s player may decree the existence of a +1 artifact among its
spoils. The Slayer’s player then must roll on the appropriate table found on appendix
gamma to determine the type of the artifact. If the Slayer uses this feat again on an-
other session, if the Slayer loses or lends the artifact, or if the Slayer dies, the artifact
loses its bonus.
Skirmish Spoils II (prerequisites: 4th level, Skirmish Spoils I): the Slayer’s player may
now decree the existence of a +2 artifact among a non-player character’s spoils. Ad-
ditionally, the Slayer’s player may roll on the appropriate table found on appendix
gamma to determine the feature of the artifact.
Skirmish Spoils III (prerequisites: 6th level, Skirmish Spoils III): the Slayer’s player may
now decree the existence of a +3 artifact among a non-player character’s spoils. Ad-
ditionally, the Slayer’s player may roll on the appropriate tables found on appendix
gamma to determine the feature and the power of the artifact.
Fated Enemy I: The Slayer’s hit die is increased by one step when determining dam-
age caused by the Slayer’s attacks against one type of target chosen at (re)incar-
nation among the humanoid species present in the world. The hit die increase is
cumulative with other levels of this feat. For the purpose of this feat, the hit die steps
after d6 are d8, d10, d12, d14, d16, and d18.
Fated Enemy II (prerequisites: 2nd level, Fated Enemy I): The Slayer’s hit die is also
increased against one type of target chosen at (re)incarnation among aberration,
abyssal, beast, celestial, construct, dragon, elemental, humanoid, plant, or undead.
Fated Enemy III (prerequisites: 3rd level, Fated Enemy II): The Slayer’s hit die is also
increased against one type of target chosen at (re)incarnation among dungeon-born,
planar-born, subterranean-born, underwater-born, urban-born, or wilderness-born.
Fated Enemy IV (prerequisites: 4th level, Fated Enemy III): The Slayer’s hit die is also
increased against one type of target chosen at (re)incarnation among small-sized
(smaller than humans), medium-sized (same size as humans), large-sized (bigger
than humans) or huge-sized (much bigger than humans).
Fated Enemy V (prerequisites: 5th level, Fated Enemy IV): The Slayer’s hit die is also
increased against one type of target chosen at (re)incarnation among intelligent, or
non-intelligent.
12
Fated Enemy VI (prerequisites: 6th level, Fated Enemy V): The Slayer’s hit die is also
increased against one single M∑TΔ NPC chosen at any moment.
Slayer’s Trophy: Once per session, the Slayer’s player may decree the possession of a
trophy (allegedly) previously obtained by killing a target of the same species, faction,
family, etc. as a target the Slayer is currently fighting or expecting to fight. Seeing the
trophy infuses the target with weakening terror or blinding hatred towards the Slay-
er, thus making the target avoid or focus on the Slayer, and imposing disadvantage
on attacks made by the target against the Slayer. The Slayer can carry a maximum
number of trophies equal to the Slayer’s level.
Study Target I: Once per scene, the Slayer may spend one round observing a target
to learn how it fights. This grants the Slayer’s player access to the target’s stats and
description and the ability to use this knowledge to the benefit of the players.
Study Target II (prerequisites: 2nd level, Study Target I): Observing a target also grants
the Slayer a +1 bonus on attacks against the target.
Study Target III (prerequisites: 3rd level, Study Target II): Observing a target also
grants the Slayer critical hits with a total of at least 19 on attacks against the target.
Study Target IV (prerequisites: 4th level, Study Target III): Observing a target also
grants the Slayer advantage on attacks against the target.
Study Target V (prerequisites: 5th level, Study Target IV): Observing a target also grants
the Slayer the possibility of making “one-hit kill” attacks against the target. “One-hit
kill” attacks aim for vulnerable spots, so they are made with disadvantage (regardless
of any advantage); they also make the Slayer lose balance after a failed attempt, so
the Slayer’s defenses are made with disadvantage until the beginning of the Slayer’s
next turn. If a “one-hit kill” attack hits and causes any damage, the damage is in-
creased to match the target’s current and own hit points total. Thus, a “one-hit kill”
attack will not automatically kill a target if it is immune to the damage of the attack,
or if it has any damage reduction or temporary hit points.

13
S T Ω R Y T ∑ L L ∑ R
The Storyteller is a representation of players who focus on role-playing and on mov-
ing the story forward.
Main ability: Psyche.
Feats:
Interpretation Inspiration: Once per session for each other player, the Storyteller’s
player may give another player one Inspiration point as a reward for great role-play-
ing. The player may spend the point at any moment the player wants to, until the end
of the session, in order to gain one extra effort in a scene.
Meta-Bonding I: The Storyteller may create a bond with each of the other M∑TΔ
PCs, at any time the player wants to. Once per session, the bond can be summoned
by any of the two M∑TΔS bonded at an appropriate moment (that is, in a circum-
stance that resembles that circumstance when the bond was created). When a bond
is summoned, the other M∑TΔ in the bond (that is, not the one who summoned it),
is healed by 2d6 hit points, or both are healed by 1d6 points each.
Meta-Bonding II (prerequisites: 2nd level, Meta-Bonding I): When a bond is summoned,
instead of recovering hit points, the d6 can become temporary extra hit points (which
last until the end of the session), or can be added to the result of one or two ability
score tests (only one d6 can be added to a test).
Meta-Bonding III (prerequisites: 3rd level, Meta-Bonding II): The Storyteller may cre-
ate a bond with an opposing M∑TΔ NPC, at any time the player wants to. The Sto-
ryteller can have a number of bonds with M∑TΔ NPCs not greater than the number
of bonds the Storyteller has with M∑TΔ PCs. Once per session, the bond can be
summoned by the Storyteller at an appropriate moment (that is, in a circumstance
that resembles that circumstance when the bond was created). When a bond is sum-
moned, the Storyteller can be healed, or can receive temporary extra hit points, or
a bonus to two ability score tests; or the M∑TΔ NPC can receive a penalty to two
ability score tests.
Perfect Persona I: The Storyteller may create a persona that the Storyteller can as-
sume in the world the Storyteller currently is. A persona is an alternate incarnate
identity, with its own species, appearance, skills, powers, equipment, etc.; moreover,
a persona, unlike a normal incarnation, also has its own personality and background,
that is, a history and a connection to the world and to some of the world’s citizens
(however, unless stated by a subsequent level of this feat, the persona cannot have a
position of leadership, a noble title, etc.). The Storyteller can transform into and out
of a persona at any time. Once per scene, while assuming a persona, the Storyteller
may determine one of its background features, among two personality traits, two
bonds, one ideal, and one flaw (determining the persona’s flaw allows the Storyteller
14
to immediately determine a third personality trait or bond). Those traits may grant
advantage or impose disadvantage in interaction tests in which they may have some
influence. When the Storyteller reincarnates in a different world, all personas from
the previous world are erased.
Perfect Persona II (prerequisites: 2nd level, Perfect Persona I): The Storyteller can have
up to two personas. Also, one of those personas can be a specialist in an area, having
more skills and equipment.
Perfect Persona III (prerequisites: 3rd level, Perfect Persona II): The Storyteller can
have up to three personas. Also, one of those personas can be a leader of some kind,
having some authority and subordinates.
Perfect Persona IV (prerequisites: 4th level, Perfect Persona III): The Storyteller can
have up to four personas. Also, one of those personas can have a noble title, thus
having property and being treated with deference.
Perfect Persona V (prerequisites: 5th level, Perfect Persona IV): The Storyteller can have
up to five personas. Also, one of those personas can be a great and famous hero who
bears a +1 artifact.
Perfect Persona VI (prerequisites: 6th level, Perfect Persona V): The Storyteller can have
up to six personas. Also, one of those personas can be a demigod or a lesser supernat-
ural entity, thus having many powers.
Scribe Story I: Once per session, the Storyteller’s player may determine the goal (ob-
ject and action) of a non-player character, by choosing or rolling on the appropriate
tables (see appendix delta). The Storyteller then becomes aware of that goal.
Scribe Story II (prerequisites: 2nd level, Scribe Story I): Once per session, the Storytell-
er’s player may determine the obstacle in the pursuit of a goal, by choosing or rolling
on the appropriate table (see appendix delta). The Storyteller then becomes aware
of that obstacle.
Scribe Story III (prerequisites: 3rd level, Scribe Story II): Once per session, the Story-
teller’s player may determine the complication for achieving a goal, by choosing or
rolling on the appropriate table (see appendix delta). The Storyteller then becomes
aware of that complication.
Scribe Story IV (prerequisites: 4th level, Scribe Story III): Once per session, the Story-
teller’s player may determine the consequence of achieving or not a goal, by choos-
ing or rolling on the appropriate table (see appendix delta). The Storyteller then
becomes aware of those consequences.
Scribe Story V (prerequisites: 5th level, Scribe Story IV): Once per session, the Story-
teller’s player may determine a non-player character’s attitude, connection to a goal,
and feature, by choosing or rolling on the appropriate tables (see appendix delta).
The Storyteller then becomes aware of those facts.
15
S T R Δ T ∑ G I S T
The Strategist is a representation of players who focus on the rules.
Main ability: Precision.
Feats:
Auspicious Arbitration I: Once per scene, the Strategist’s player may give a +1 bonus
to an ability score test or attack damage of another M∑TΔ PC, provided that the
Strategist can offer a reason why the M∑TΔ had any kind of edge.
Auspicious Arbitration II (prerequisites: 2nd level, Auspicious Arbitration I): The bonus
increases to +2, and it can also be a –2 penalty applied to opposing NΩN-M∑TΔ
NPCs.
Auspicious Arbitration III (prerequisites: 3rd level, Auspicious Arbitration II): The bo-
nus increases to +3, and it can also be a –3 penalty applied to opposing NPCs, includ-
ing M∑TΔS.
Course Correction: Once per scene, the Strategist’s player may change the action tak-
en on their last turn in some aspect, provided that no one has to remake any tests,
though the outcome of tests made may change. The Strategist could, for example, say
that, in fact, they attacked another target, or that they moved to a different spot, or
that they chose to benefit a different ally with a feat. However, uses of the Rulebook
feat cannot be altered through Course Correction.
Meta-Tactics I: Once per session, the Strategist’s player may turn one information or
guess they have into one information or guess the Strategist has. If the information
or guess is correct and it is put to use, it may grant advantage to one test made by the
Strategist and the other M∑TΔ PCs. However, if the information or guess is incorrect
and it is put to use, it may impose disadvantage to one test made by the Strategist
and the other M∑TΔ PCs.
Meta-Tactics II (prerequisites: 2nd level, Meta-Tactics I): The Strategist’s player can
now use Meta-Tactics twice per session.
Meta-Tactics III (prerequisites: 3rd level, Meta-Tactics II): The Strategist’s player can
now use Meta-Tactics three times per session.
Meta-Tactics IV (prerequisites: 4th level, Meta-Tactics III): The Strategist’s player can
now use Meta-Tactics four times per session.
Meta-Tactics V (prerequisites: 5th level, Meta-Tactics IV): The Strategist’s player can
now use Meta-Tactics five times per session.
Rulebook I: The Strategist has a book of the rules that govern the exploration of worlds,
compiled by other Strategists (see appendix epsilon). The Strategist can invoke any

16
rule at any time; however, the Strategist can invoke a rule that benefits the M∑TΔ
PCs in the given situation only once per scene, unless the Strategist invokes a rule
that benefits an NPC or the M∑TΔMΔST∑R, in which case the Strategist may, in
that same scene, invoke another rule that benefits the M∑TΔ PCs, and so on. The
M∑TΔMΔST∑R decides if a certain rule applies to a certain circumstance or not.
Rulebook II: Negation (prerequisites: 2nd level, Rulebook I): The Strategist can invoke
contrary versions of the rules written on the rulebook; that is, the exact same rules,
but with the addition of negative terms.
Rulebook III: Exception (prerequisites: 3rd level, Rulebook II): Once per session, the
Strategist may create an exception to a rule before invoking it; that is, a complement
to the rule so that the rule does not apply on a certain situation, to a certain target,
etc. The exception must be written in the rulebook. Each rule written on the rulebook
may have only one exception, marked with the dagger symbol †.
Rulebook IV: Addition (prerequisites: 4th level, Rulebook III): Once per session, the
Strategist may write a new rule on the Rulebook. The new rule must be approved
by the M∑TΔMΔST∑R and included below one of the six rule categories and num-
bered accordingly. A maximum of two new rules may be added to each category.
Rulebook V: Lost Addendum (prerequisites: 5th level, Rulebook IV): The Strategist’s
player can also choose one physical or digital RPG book and invoke, with the au-
thorization of the M∑TΔMΔST∑R, rules from this book. The player may in a later
session choose another book, but cannot use two different books at the same session.
Rulebook VI: Lost Disputation (prerequisites: 6th level, Rulebook V): The Strategist’s
player can also choose one digital platform and invoke, with the authorization of
the M∑TΔMΔST∑R, house-rules or interpretations of rules posted on the platform.
The player may in a later session choose another platform, but cannot use two differ-
ent platforms at the same session.

17
M∑TΔMΔST∑R
The M∑TΔMΔST∑R is the gamemaster, but in this game, this role can be shared
with the players, or divided among the players, so they can play without a single
gamemaster, or even emulated by the ΩRΔCL∑, so a group or a solo player can play
without a gamemaster.
The sharing or division of the M∑TΔMΔST∑R’S responsibilities with or among the
players may depend on their classes: players whose M∑TΔ is a Seer may share or
take the responsibility of determining the characteristics of the world’s natural and
supernatural laws, as well as the characteristics of the plots, events, and encounters;
players whose M∑TΔ is a Slayer may share or take the responsibility of determin-
ing the characteristics of the world’s monsters and other antagonists, as well as the
characteristics and actions of NPCs regarding combat; players whose M∑TΔ is a
Storyteller may share or take the responsibility of determining the characteristics of
the world’s peoples and societies, as well as the characteristics and actions of NPCs
regarding roleplay; and players whose M∑TΔ is a Strategist may share or take the
responsibility of determining the correct reading and application of the rules.
Thus, the role of the M∑TΔMΔST∑R may belong to a single person, who takes
advice from the players, maybe depending on their classes; or the role of the
M∑TΔMΔST∑R may belong to a single person, who shares some of the responsi-
bilities of the role with the players, maybe depending on their classes; or the role of
the M∑TΔMΔST∑R may not belong to a single person, but be divided among the
players, maybe depending on their classes, in which case voting can be used to de-
termine the final say in disputed situations; or the role of the M∑TΔMΔST∑R may
not belong to a single person, but be emulated by the ΩRΔCL∑, while also being in-
terpreted by and shared with the player or players, maybe depending on their classes,
in which case voting can be used to determine the final say in disputed situations.
In the external appendix theta, there is an example of this game being played solo,
that is, with a single player using the ΩRΔCL∑ to emulate the M∑TΔMΔST∑R
whenever it is possible, interpreting the answers of the ΩRΔCL∑ and making some
decisions when necessary.

∑ X P ∑ R I ∑ N C ∑ P Ω I N T S
Usually, PC M∑TΔS gain 10 experience points per game session, modified by their
classes’ main ability scores.

18
Ω R Δ C L ∑
The ΩRΔCL∑ emulates the M∑TΔMΔST∑R by allowing the players to make random
decisions, thus not having control on whatever aspects of the game are controlled
solely by the M∑TΔMΔST∑R, but it may also be used by the M∑TΔMΔST∑R.

Y ∑ S / N Ω Q U ∑ S T I Ω N S
To answer a yes/no question the player rolls any die: an even result means a “yes”,
while an odd result means a “no”. The player may roll two dice and pick the one with
the result the player considers more likely if both answers are not equally likely.
Alternatively, the player rolls a d20 and checks on the table below:

RΩLL (d20) ΔNSW∑R


1 “No, and...”
2-9 “No”
10 “No, but...”
11 “Yes, but...”
12-19 “Yes”
20 “Yes, and...”
As a third option, the player may determine the probability of a “yes” answer, roll a
certain die determined by the probability, and then check the result:

PRΩBΔBILITY R∑SULT
Impossible: d6 Result 1-2: “No, and...”
Very unlikely: d8 Result 3-4: “No”
Unlikely: d10 Result 5-6: “No, but...”
Possible: d12 Result 7-8: “Yes, but...”
Likely: d10+2 Result 9-10: “Yes”
Very likely: d8+4 Result 11-12: “Yes, and...”
Certain: d6+6

Ω T H ∑ R Q U ∑ S T I Ω N S
To answer other kinds of questions the player rolls any die, determining before the
roll the meaning of each result. The tables below may be used to determine which die
should be rolled depending on the number of options and how likely each option is.

19
DI∑ NUMB∑R ΩF ΩPTIΩNS (∑QUΔLLY LIK∑LY)
d4 Two or four options
d6 Three or six options
d8 Seven (re-roll an 8) or eight options
d10 Five, nine (re-roll a 10), or ten options
d12 Eleven (re-roll a 12) or twelve options
d20 Twenty options
d24 Twenty-four options
d30 Fifteen or thirty options
d100 Twenty-five, fifty, or a hundred options

DI∑ NUMB∑R ΩF ΩPTIΩNS (FIRST ΩN∑ MΩR∑ LIK∑LY)


d6 Two (1-4, 5-6) or three (1-3, 4-5, 6) options
d10 Four (1-4, 5-7, 8-9, 10) options
d20 Five (1-6, 7-11, 12-15, 16-18, 19-20) or six (1-5, 6-10, 11-14, 15-17, 18-
19, 20) options
d30 Seven (1-8, 9-15, 16-20, 21-24, 25-27, 28-29, 30) options
d100 Eight (1-16, 17-31, 32-45, 46-58, 59-70, 71-81, 82-91, 92-100), nine (1-
16, 17-30, 31-43, 44-55, 56-66, 67-76, 77-85, 86-93, 94-100) or ten (1-15,
16-29, 30-42, 43-54, 55-65, 66-74, 75-82, 83-89, 90-95, 96-100) options

DI∑ NUMB∑R ΩF ΩPTIΩNS (MIDDL∑ ΩN∑ MΩR∑ LIK∑LY)


d4 Three (1, 2-3, 4) options
d6 Four (1, 2-3, 4-5, 6) options
d10 Five (1, 2-3, 4-7, 8-9, 10) options
d12 Six (1, 2-3, 4-6, 7-9, 10-11, 12) options
d20 Seven (1, 2-3, 4-7, 8-13, 14-17, 18-19, 20) or eight (1, 2-3, 4-6, 7-10, 11-
14, 15–17, 18-19, 20) options
d24 Nine (1, 2-3, 4-6, 7-10, 11-14, 15-18, 19-21, 22-23, 24) options
d30 Ten (1, 2-3, 4-6, 7-10, 11-15, 16-20, 21-24, 25-27, 28-29, 30) options

20
W Ω R L D S
In this game, the role of world-building is already shared with a player, preferably
with the one whose class is Seer, who rolls on the tables found in appendix alpha
every time the M∑TΔS incarnate on different a world.

∑ N C Ω U N T ∑ R S
Encounter-building may be made with the same tables used by the Seer to predict
the next encounter with the Prophetic Polyhedra feat, found on appendix beta. Notice
that when the Seer uses this feat, not only the player creates some aspects of the next
encounter, but the M∑TΔ knows about those aspects.

P L Ω T S & C H Δ R Δ C T ∑ R S
Plot and character-building may be made with the same tables used by the Story-
teller to determine goals, obstacles, complications, consequences, and to describe
characters with the Scribe Story feat, found on appendix delta. Notice that when the
Storyteller uses this feat, not only the player creates some aspects of the story, but
the M∑TΔ knows about those aspects.

CR∑ΔTUR∑S & ΔRTIFΔCTS


Creature-building may be made with the tables that relate to the Slayer’s Fated Ene-
my feat, found on appendix gamma. Artifact-building, by its turn, may be made with
the same tables used by the Slayer to create artifacts with the Skirmish Spoils feat,
also found on appendix gamma.

Δ C T I Ω N S & R U L ∑ S
Decision-making on how an NPC acts (and, if the NPC is a M∑TΔ, on when and how
the NPC uses class feats) may be made by asking questions to the ΩRΔCL∑. Deci-
sions about rules should rely only on the players’ common sense, and thus should
not be made by the ΩRΔCL∑.

21
NΩN-PLΔY∑R CHΔRΔCT∑RS
All non-player characters are created and controlled by the M∑TΔMΔST∑R.

N Ω N - M ∑ T Δ N P C S
When a NΩN-M∑TΔ NPC tests an attribute, roll a d20 instead of adding 10.
Abilities: scores may range from 1 to 20.
Hit Die and Hit Points: hit die may range from d4 to d12 (d4 for small-sized, d6 for
medium-sized, d8 for large-sized, and d10 or d12 to huge-sized); 20 hit dice at most.
However, instead of rolling hit dice to determine hit points, use the maximum value
of the hit dice.
Species, Skills, Powers, and Equipment: any the M∑TΔMΔST∑R wishes. They
may also have a resource they can spend to use powers, instead of hit points.
Languages: any the M∑TΔMΔST∑R wishes, including secret languages or lan-
guages not spoken in the world, if the NPC is from another world.
Other Features: NΩN-M∑TΔ NPCs can have any other characteristics the
M∑TΔMΔST∑R wishes, like immunities.

M ∑ T Δ N P C S
M∑TΔ NPCs are created much like M∑TΔ PCs.
Name: some examples of names for antagonist M∑TΔ NPCs are ΔDIKIΔ (in-
justice), ΔLGΩS (pain), ΔT∑ (ruin), DYSNΩMIΔ (lawlessness), ∑RIS (strife),
HΩRKΩS (perjury), HYBRIS (outrage), KΔKΩS (evil), L∑TH∑ (forgetfulness),
LIMΩS (starvation), N∑M∑SIS (vengeance), PHΩBΩS (fear), PΩL∑MΩS (war),
and THΔNΔTΩS (death).
Alignment: any, though probably different or opposed to that of the PCs.
Abilities: scores may range from 3 to 18.
Class, Level, and Feats: any class; level ranges from 1 to 20; one feat per level, plus
one; also has access to exclusive subclasses and their feats.
Hit Die and Hit Points: d6; 1 hit die per level, plus one; 10 hit dice at most.
Species, Skills, Powers, and Equipment: any.
Languages: all openly spoken in the world.
Following are presented four subclasses exclusive to M∑TΔ NPCs.
22
S Ω V ∑ R ∑ I G N
The Sovereign is a representation of gamemasters who force the player characters
into a course of action, remove their agency, and antagonize them.
Original class: Seer.
Additional feats:
Deny (prerequisites: 4th level, Facsimile Figurine III): Once per session, the Sovereign
may stop a M∑TΔ or NΩN-M∑TΔ PC or NPC from performing an action, before
or after it is announced, through a paralysis effect on the character. To do so, the
Sovereign must have created a miniaturized holographic representation of the PC or
NPC with the Facsimile Figurine feat. The effect ends on the character’s next round,
but the character is afflicted by it again every time the character tries to perform that
same action on that same session.
Demand (prerequisites: 5th level, Facsimile Figurine III): Once per session, the Sover-
eign may force a M∑TΔ or NΩN-M∑TΔ PC or NPC to perform an action, through
a mind-control effect. To do so, the Sovereign must have created a miniaturized
holographic representation of the PC or NPC with the Facsimile Figurine feat. The
mind-control effect ends on the character’s next round, but the character is afflicted
by it again every time the character tries to undo that action on that same session.
Defy (prerequisites: 6th level, Facsimile Figurine III): Once per session, the Sovereign
may summon a character with equal or similar stats and opposite or competing goals
and ideals to a M∑TΔ or NΩN-M∑TΔ PC or NPC. To do so, the Sovereign must
have created a miniaturized holographic representation of the PC or NPC with the
Facsimile Figurine feat, and it automatically creates a holographic representation of
the summoned character. If there is already a character summoned by this feat, using
this feat may dismiss this character and then summon another character.

S L Δ S H ∑ R
The Slasher is a representation of players who kill and destroy indiscriminately, an-
tagonize other player characters and act in an intentionally disruptive way.
Original class: Slayer.
Additional feats:
Hacker-slasher (prerequisites: 4th level, Skirmish Spoils II): the artifact created by the
Skirmish Spoils feat may now have the following feature, provided it is a weapon: its
attack damage is doubled (trebled in the case of a critical hit) against non-intelli-
gent, NΩN-M∑TΔ NPCs, and its damage ignores any immunities.

23
God-killer (prerequisites: 5th level, Skirmish Spoils II): the artifact created by the Skir-
mish Spoils feat may now have the following feature, provided it is a weapon: its
attack damage is doubled (trebled in the case of a critical hit) against intelligent
NΩN-M∑TΔ NPCs, and its damage ignores any immunities.
Meta-murderer (prerequisites: 6th level, Skirmish Spoils III): the artifact created by the
Skirmish Spoils feat may now have the following feature, provided it is a weapon: its
attack damage is doubled (trebled in the case of a critical hit) against M∑TΔ PCs or
NPCs, and its damage ignores any immunities. Additionally, the Slasher may decree
its existence at any time, not only after defeating a non-player character.

S T Δ R
The Star is a representation of players who want the spotlight just for themselves,
over-role-play, interfere in the other players’ role-playing, and use their character’s
background to justify their bad behavior.
Original class: Storyteller.
Additional feats:
Interfere (prerequisites: 4th level, Perfect Persona III): Once per session, the Star may
determine or change a choice made or attitude taken by a M∑TΔ or NΩN-M∑TΔ
PC or NPC, justified by that PC or NPC personality traits, bonds, goals, ideals, flaws,
previous behavior, etc. If the target is a Storyteller who is currently assuming a per-
sona, the Star may justify the choice based on the Storyteller’s own traits or on the
traits of that persona.
Idolize (prerequisites: 5th level, Perfect Persona III): Once per session, provided that
the Star is currently assuming a persona created by the Perfect Persona feat of level
III or higher, the Star’s persona can somehow gain the attention and adoration of all
NPCs present (except by those who are loyal to a PC Storyteller currently assuming
a persona created by the Perfect Persona feat of a level equal to or higher than that
which created the persona of the Star), thus having an unquestionable authority over
them.
Invade (prerequisites: 6th level, Perfect Persona III): The Star can have one more perso-
na. Also, one of those personas can be any already established NPC (the possibilities
are limited only by the importance of that NPC, which can be as great as that allowed
by the level of the Star’s Perfect Persona feat). When first assuming that persona, the
Star must determine all of its background features that were already established,
being able to determine other features normally if possible.

24
S T Δ T I S T I C I Δ N
The Statistician is a representation of players who impose their interpretations of
the rules, interfere in the other players’ choices and strategies, exploit loopholes in
the rules, or just cheat.
Original class: Strategist.
Additional feats:
Override (prerequisites: 4th level, Rulebook III): Once per session, the Statistician may
create a temporary exception to a rule while it is invoked, even if the Statistician has
already written one exception to that rule, and even while another Strategist is in-
voking it. The exception is recorded by the M∑TΔMΔST∑R and remains valid until
the end of the session.
Overrule (prerequisites: 5th level, Rulebook III): Once per session, the Statistician may
revoke any rule invoked by another Strategist. That same rule cannot be invoked
again by any Strategist on that same session.
Overwrite (prerequisites: 6th level, Rulebook III): Once per session, the Statistician
may erase or rewrite an exception to a rule or a new rule written by a Strategist. The
exception or rule as rewritten by the Statistician is recorded by the M∑TΔMΔST∑R
and remains valid until the end of the session, when the exception or rule as origi-
nally written by the Strategist becomes valid once again.

TRΩP∑ CHΔRΔCT∑RS
Trope characters are special, unique M∑TΔ NPCs that have unique features. Those
features are usually known only by the M∑TΔMΔST∑R. The M∑TΔMΔST∑R de-
termines if a M∑TΔ NPC is a trope character and what type of character it is. When
using the ΩRΔCL∑, a M∑TΔ NPC is a trope character if a 20 is obtained in a d20.
Then roll a d10 to determine which type of character it is.
The Ally Turned Enemy / The Enemy Turned Ally: this recurring M∑TΔ NPC (always
reincarnates in the same worlds in which the M∑TΔ PCs do, always knows where the
M∑TΔ PCs are, and can always identify their M∑TΔ identities regardless of their
current incarnations, unless the M∑TΔ PC is a Storyteller assuming a persona creat-
ed by the Perfect Persona feat) is an ally/enemy at first, but after its first death fight-
ing alongside/against the M∑TΔ PCs, it becomes an enemy/ally.
The Archmage: this recurring M∑TΔ NPC (always reincarnates in the same worlds
in which the M∑TΔ PCs do, always knows where the M∑TΔ PCs are, and can al-
ways identify their M∑TΔ identities regardless of their current incarnations, even
if the M∑TΔ PC is a Storyteller assuming a persona created by the Perfect Persona
25
feat), who usually is a recurring neutral or allied character, has many magic-related
skills and powers, and knows much about the supernatural, while also being able
to, provided with the right items or in the right circumstances, use powers without
spending hit points.
The Dark Master: this recurring M∑TΔ NPC (always reincarnates in the same worlds
in which the M∑TΔ PCs do, always knows where the M∑TΔ PCs are, and can always
identify their M∑TΔ identities regardless of their current incarnations, unless the
M∑TΔ PC is a Storyteller assuming a persona created by the Perfect Persona feat),
who usually is an overarching villain, has many skills and powers, and always has
four subordinates who are also M∑TΔ NPCs, each belonging to one class, with the
same level of the M∑TΔ PCs.
The Evil Twin: this recurring M∑TΔ NPC (always reincarnates in the same worlds
in which the M∑TΔ PCs do, always knows where one of the M∑TΔ PCs is, and can
always identify its M∑TΔ identity regardless of its current incarnation, unless the
M∑TΔ PC is a Storyteller assuming a persona created by the Perfect Persona feat –
conversely, the M∑TΔ PC also can always identify its M∑TΔ identity regardless of
its current incarnation, unless the M∑TΔ NPC is assuming a persona), who usually
is a recurring villain, has a sheet identical to a M∑TΔ PC’s sheet, except by its name,
maybe by its alignment, and by its skills, powers, and equipment, for this M∑TΔ NPC
also has everything it needs to counter the M∑TΔ PC’s skills, powers and equipment
(for example, if the M∑TΔ PC has stealth skills, the M∑TΔ NPC has those skills, but
also has perception and tracking skills).
The Godlike: this world-bound M∑TΔ NPC (if killed, will not reincarnate), who usu-
ally is an important villain, has become a god, having many features, including some
only available to NΩN-M∑TΔ NPCs, and being immune to all damage except that
caused by the only-weapon plot device (including damage caused to itself by the use
of powers).
The Judge: this recurring M∑TΔ NPC (always reincarnates in the same worlds in
which the M∑TΔ PCs do, always knows where the M∑TΔ PCs are, and can always
identify their M∑TΔ identities regardless of their current incarnations, even if the
M∑TΔ PC is a Storyteller assuming a persona created by the Perfect Persona feat)
who usually is a recurring neutral character, has many skills and powers of investi-
gation, detection, mind-reading, constraining and others that allow it to judge the
actions of the M∑TΔ PCs and NPCs and enforce its decisions.
The Merchant: this recurring M∑TΔ NPC (always reincarnates in the same worlds in
which the M∑TΔ PCs do, always knows where the M∑TΔ PCs are, and can always
identify their M∑TΔ identities regardless of their current incarnations, even if the
M∑TΔ PC is a Storyteller assuming a persona created by the Perfect Persona feat),
who usually is a recurring neutral or allied character, has discovered a way to keep
any items, including artifacts, through reincarnations, and thus has many common
26
pieces of equipment from different worlds and some powerful artifacts. The proba-
bility that one of those artifacts is a plot device is doubled (19 and 20 in a d20).
The Protector: this world-bound M∑TΔ NPC (will always reincarnate in the same
world), who usually is an important neutral or allied character, has become the pro-
tector of a single world, and is considered a hero by its inhabitants, having many
skills and powers and probably one very powerful artifact, and also an arch-enemy,
who is a M∑TΔ NPC with the same level the protector has.
The Two-Forms Monster: this world-bound M∑TΔ NPC (if killed for the second time,
will not reincarnate), who usually is an important villain, has become a powerful
creature, having many features, including some only available to NΩN-M∑TΔ
NPCs, and once first killed reincarnates immediately, in the same world, but stronger
and probably better prepared to face the M∑TΔ PCs, being resistant or even immune
to some of their attacks and/or powers.
The Wise Old One: this recurring M∑TΔ NPC (always reincarnates in the same worlds
in which the M∑TΔ PCs do, always knows where the M∑TΔ PCs are, and can always
identify their M∑TΔ identities regardless of their current incarnations, even if the
M∑TΔ PC is a Storyteller assuming a persona created by the Perfect Persona feat),
who usually is a recurring neutral or allied character, has many knowledge-related
skills and powers, and knows almost everything, including one piece of information
on each of the other trope characters.

Δ R T I F Δ C T S
Magical, technological or otherwise powerful artifacts usually grant bonuses or pen-
alties between ±1 and ±3 to the tests and other rolls they influence on. Weapons,
for example, grant bonuses to attack and damage, shields grant bonuses to defense,
armors grant damage reduction, etc.
Artifacts may have any other powers and features the M∑TΔMΔST∑R wishes, in-
cluding the ones found appendix gamma. They can also be cursed, have a limited
number of uses, only work for certain species or groups, etc. They can even be plot
devices, special artifacts described in the following section.
There may also be consumable artifacts, like potions and scrolls in worlds where
magic is common, or med-kits and nanobot kits in technologically advanced worlds.
A consumable artifact is usually single-use and frequently has an effect that is sim-
ilar to that of a power.

27
P L Ω T D ∑ V I C ∑ S
Plot devices are special artifacts that have unique, single-use features. Those fea-
tures are usually known only by the artifact’s bearer and by the M∑TΔMΔST∑R.
The M∑TΔMΔST∑R determines if an artifact is a plot device and what type of de-
vice it is. When using the ΩRΔCL∑, an artifact is a plot device if a 20 is obtained in
a d20. Then roll a d10 to determine which type of device it is.
Death-saver: when the bearer of this armor, clothing, or other similar item dies, it is
revealed, in a later and opportune moment chosen by the bearer, that the bearer was
alive all the time, for the damage that reduced the bearer’s hit points to a negative
value was completely absorbed.
Ex Machina Machine: this artifact seems useless. However, when the bearer of this
item and the bearer’s allies (which include all M∑TΔ PCs and up to one important
allied NPC if the bearer is a player character) die, it is revealed, in a later and op-
portune moment chosen by the bearer, that the bearer and the bearer’s allies were
saved from death, returning with two hit dice worth of hit points, for the power of
the artifact protected them.
Fake Relic: this artifact, whose powers are unknown, is desired by most of the main
non-player characters, who may or may not think they know its powers. It is later re-
vealed, in an opportune moment chosen by the bearer, that it has no special powers,
or that it is a duplicate and that the real, powerful artifact is somewhere else.
“Fake” Relic: this artifact, whose powers are unknown, seems useless, but it is in fact
the artifact that is desired by most of the main non-player characters. Its real nature
is revealed in an opportune moment chosen by the bearer.
False Philosopher’s Stone: this artifact, whose powers are unknown and undetectable,
makes one random (that is, chosen by the M∑TΔMΔST∑R or by the ΩRΔCL∑) wish
or goal of the bearer come true, usually a wish the bearer has for a short period of
time, a wish the bearer did not really mean to have, or a wish that can be interpreted
in a way that harms the bearer or someone close to the bearer.
Only-weapon: this weapon, whose powers are unknown, is in fact forged to kill a spe-
cific character, being the only weapon able to ignore its immunity. In an opportune
moment chosen by the bearer, its power is revealed.
Retcontrivance: when the existence of this artifact is revealed and its power an-
nounced by the bearer, the bearer describes exactly how the artifact, which was
present in a scene that happened in a previous session, altered the outcome of that
scene, thus changing everything that resulted from the events of that scene. The arti-
fact must have a definite power and the description must determine how that power
could alter the events of the scene.

28
Right-tool: this artifact, whose function is unknown, is in fact a tool built for a spe-
cific task, or a key designed to open a specific lock, being the only tool able to carry
out the task or the only key able to open the lock. In an opportune moment chosen
by the bearer, its power is revealed.
Slow-killer: this artifact seems useless. However, it is later revealed, in an opportune
moment chosen by the bearer, that this artifact has been slowly causing damage to a
character since the bearer and the character first met. At the moment this is revealed,
the character has only half of its total hit points, due to the damage caused by the
artifact.
True Philosopher’s Stone: this artifact, whose powers are unknown but detectable,
makes one wish or goal of the bearer come true, as long as the bearer holds it and
wishes it to come true aware that the artifact will make it come true. This artifact can
only grant one wish to each character.

29
Δ P P ∑ N D I X ∑ S
Δ P P ∑ N D I X Δ L P H Δ :
W Ω R L D S
The tables below are used to determine the characteristics of the world the M∑TΔS
will incarnate on.

I. WΩRLD: SUP∑RNΔTURΔL PΩW∑RS US∑RS (d4)


1. M∑TΔS and gods only 3. A single species or group also
2. Lost civilization also 4. Anyone

II. WΩRLD: CIVILIZΔTIΩN (d6)


1. Primitive 4. Renaissance
2. Ancient 5. Modern
3. Medieval 6. Advanced

III. WΩRLD: GΩDS (d8)


1. No gods 5. 2d6 embodied gods
2. One disembodied god 6. One species of embodied gods
3. 2d6 disembodied gods 7. Two species of embodied gods
4. One embodied god 8. Anyone can become a god

IV. WΩRLD: P∑ΩPL∑ (d10)


1. Long disappeared 6. The species and alien species
2. Few of each species 7. The species and their creation
3. The species 8. The species and their cursed
4. The species 9. The species and their mutants
5. The species 10. The species and their undead

30
V. WΩRLD: LΔNDS & S∑ΔS (d12)
1. Land only 7. Islands on seas of lava
2. Single continent 8. Islands on the sky
3. Some continents 9. Islands in outer space
4. Many islands 10. Perfectly geometrical world
5. Sea only 11. Living world
6. Islands on seas of sand 12. Immaterial world

VI. WΩRLD: NΔTIΩNS (d20)


1. One empire 11. 1d4 warring big nations
2. One pacified empire 12. 2d4 small nations
3. One tyrannical empire 13. 2d4 isolated small nations
4. One empire, civil war 14. 2d4 warring small nations
5. One empire, no emperor 15. Species nations
6. Two huge nations 16. Isolated species nations
7. Two isolated huge nations 17. Warring species nations
8. Two warring huge nations 18. 3d4 city-states
9. 1d4 big nations 19. 3d4 isolated city-states
10. 1d4 isolated big nations 20. 3d4 warring city-states

VII. WΩRLD: F∑ΔTUR∑ (d24)


1. Advancing its civilization level 13. New land/resource being discovered
2. Built over the ruins of the old world 14. No magic works here
3. Conquering other worlds 15. Nothing here is what it seems
4. Destroyed by natural catastrophes 16. One technology above world’s level
5. Dotted by ruins 17. Perfectly harmonious, apparently
6. Enjoying a 1000 years peace/truce 18. Ravaged by plague
7. Gods are/were in war 19. Resources are abundant
8. Going through political revolution 20. Resources are scarce
9. Its people are much smarter 21. The end is nigh
10. Its people are much stronger 22. Under siege by alien invaders
11. Magic is more powerful here 23. Undergoing supernatural cataclysm
12. Magic has a unique nature here 24. Was colonized
31
VIII. WΩRLD: SP∑CI∑S (d30; RΩLL 2d6 TIM∑S)
1. Atlanteans 16. Half-dragons
2. Bird-people 17. Half-elementals
3. Cat-folk 18. Half-giants
4. Centaurs 19. Halflings
5. Constructs 20. Hippopotamus-men
6. Crystal-kin 21. Humans
7. Dwarves 22. Insect-people
8. Elephant-people 23. Kobolds
9. Elves 24. Lizard-folk
10. Gnolls 25. Metamorphs
11. Gnomes 26. Minotaurs
12. Goblinoids 27. Orcs
13. Half-aberrations 28. Plant-people
14. Half-abyssals 29. Snake-men
15. Half-celestials 30. Wolf-men

Δ P P ∑ N D I X B ∑ T Δ :
S ∑ ∑ R T Δ B L ∑ S
The tables below are used with the Seer’s Prophetic Polyhedra feat.
The tables below may also be used for encounter-building with the ΩRΔCL∑.

I. ∑NCΩUNT∑R: NΔTUR∑ (d4)


1. Environment feature or event 3. Both environment and character
2. Character or characters 4. Both environment and character

II. ∑NCΩUNT∑R: B∑HΔVIΩR (d6)


1. Predictable and favorable 4. Unpredictable and neutral
2. Unpredictable and favorable 5. Predictable and unfavorable
3. Predictable and neutral 6. Unpredictable and unfavorable

32
III. ∑NCΩUNT∑R: L∑V∑L (d8)
1. Much below the M∑TΔS’ level 5. The same as the M∑TΔS’ level
2. Below the M∑TΔS’ level 6. A bit above the M∑TΔS’ level
3. A bit below the M∑TΔS’ level 7. Above the M∑TΔS’ level
4. The same as the M∑TΔS’ level 8. Much above the M∑TΔS’ level

IV. ∑NCΩUNT∑R: ΩBSTΔCL∑ (d10)


1. Physical 6. Emotional
2. Physical 7. Physical and mental
3. Mental 8. Physical and emotional
4. Mental 9. Mental and emotional
5. Emotional 10. Physical, mental, and emotional

V. ∑NCΩUNT∑R: CΩNN∑CTIΩN (d12)


1. Isolated 7. Known environment feature/event
2. Isolated 8. Unknown environment feature/event
3. The recent past 9. Known NΩN-M∑TΔ NPC(s)
4. The distant past 10. Unknown NΩN-M∑TΔ NPC(s)
5. The near future 11. A M∑TΔ NPC
6. The distant future 12. The M∑TΔ PCs

VI. ∑NCΩUNT∑R: M∑ΔNING (d20)


1. No special meaning 11. One can learn from it
2. No special meaning 12. Sends a false message
3. No special meaning 13. Wasn’t random/planned
4. No special meaning 14. Wasn’t real at all
5. No special meaning 15. Wasn’t what it seemed to be
6. Brings answers/more questions 16. Will become routine/rare
7. Changes everything/nothing 17. Will have many/no consequences
8. Could’ve been much worse/better 18. Will never/eventually make sense
9. Is a good/bad omen 19. Will trigger a chain of events
10. Is the sign of something greater 20. Roll twice, ignore results 1-5

33
VII. ∑NCΩUNT∑R: G∑N∑RΔL F∑ΔTUR∑ (d24)
1. Anticipated or gradual 13. Grants resources
2. Becomes less powerful 14. Harder for one M∑TΔ PC
3. Becomes more powerful 15. Obstacle nature is misleading
4. Can be easily avoided 16. Obstacle nature is obvious
5. Cannot be avoided 17. Part of a larger encounter
6. Circumstances favor M∑TΔ PCs 18. Seems easier or weaker
7. Circumstances favor NPCs 19. Seems harder or stronger
8. Depletes resources 20. Stands in the way of M∑TΔ PCs
9. Difficulty or strength is patent 21. Sudden or swift
10. Easier for one M∑TΔ PC 22. The behavior suddenly changes
11. First stage of long encounter 23. The connection is clear
12. Forces M∑TΔ PCs to leave 24. The connection is occult

VIII. ∑NCΩUNT∑R: ∑NVIRΩNM∑NT/CHΔRΔCT∑R F∑ΔTUR∑ (d30)


1. Avalanche, debris / giant, hurl 16. River, water / fish, drown
2. Battlefield, avoid / soldier, attack 17. Road, path / bandit, rob
3. Cave, enter / blind, sense 18. Ruins, secrets / ghost, scare
4. Chasm, jump / feline, ambush 19. Sea, navigate / pirate, enslave
5. City, trade / merchant, negotiate 20. Secret door, hidden / stalker, stealth
6. Desert, cross / assassin, wait 21. Sewers, labyrinth / vermin, disease
7. Dungeon, trap / lord, command 22. Stone, weight / strong, break
8. Forest, lost / predator, hunt 23. Storm, endure / mighty, weaken
9. Glacier, resist / pack, surround 24. Swamp, stuck / reptile, venom
10. Graveyard, death / undead, devour 25. Temple, sacred / cleric, blessing
11. Hill, superior / champion, challenge 26. Tower, protection / wizard, power
12. Island, reach / master, test 27. Tree, fruit / plant, attract
13. Mountain, height / bird, dive 28. Vault, treasure / guardian, block
14. Plains, distance / herd, trample 29. Village, rest / commoner, lynch
15. Quicksand, sink / captor, restrain 30. Wall, climb / archer, shoot

34
ΔPP∑NDIX GΔMMΔ:
S L Δ Y ∑ R T Δ B L ∑ S
Some of the tables below refer to the Slayer’s Fated Enemy feat, while others are used
with the Slayer’s Skirmish Spoils feat.
The tables below may also be used for creature and artifact-building with the ΩRΔ-
CL∑.

I. CR∑ΔTUR∑: INTELLIG∑NC∑ (d4)


1. Intelligent 3. Non-intelligent
2. Intelligent 4. Non-intelligent

II. CR∑ΔTUR∑: NΔTURΔL HΔBITΔT (d6)


1. Dungeon-born 4. Underwater-born
2. Planar-born 5. Urban-born
3. Subterranean-born 6. Wilderness-born

III. CR∑ΔTUR∑: SIZ∑ (d8)


1. Small 5. Medium
2. Small 6. Large
3. Medium 7. Large
4. Medium 8. Huge

IV. CR∑ΔTUR∑: TYP∑ (d10)


1. Aberration 6. Dragon
2. Abyssal 7. Elemental
3. Beast 8. Humanoid
4. Celestial 9. Plant
5. Construct 10. Undead

35
V. ΔRTIFΔCT: TYP∑ (d12)
1. Melee weapon 7. Armor
2. Melee weapon 8. Shield
3. Melee weapon 9. Shield
4. Ranged weapon 10. Clothing
5. Ranged weapon 11. Accessory
6. Armor 12. Tool

VI. ΔRTIFΔCT: F∑ΔTUR∑ (d20)


1. Beautifully or horribly crafted 11. Legendary or infamous
2. Does not make a sound 12. Linked to a group or species
3. Easy to conceal or hide 13. Makes beautiful or horrible sounds
4. Extremely resistant materials 14. Protects against heat and cold
5. Extremely valuable materials 15. Provides endless common supply
6. Glows or sheds light 16. Returns to owner or can be recalled
7. Has a message engraved on it 17. Sentient or possessed
8. Has a secret double function 18. Similar to one used by hero or villain
9. Is not from this world 19. Shows directions or points the north
10. Is in fact a symbiotic creature 20. Tells the time or the seasons

VII. ΔRTIFΔCT: PΩW∑R (d24)


1-2. Banishes hit dice equal to its bonus 13-14. Grants supernatural powers, user
worth of creatures of a type per day must spend its own hit points
3-4. Bonus also applies to tests relevant 15-16. Heals user hit dice equal to its
to another type of artifact bonus per day, of gives extra hit points
5-6. Casts a spell or psychic power, has 17-18. Increases one of user’s ability
daily charges equal to its bonus scores by (bonus –1) while wearing it
7-8. Damage or other bonus doubled 19-20. Owner has a number of special
against a group or species senses equal to its bonus
9-10. Defense, damage reduction, or 21-22. Owner has advantage on a num-
other bonus doubled against one type of ber of tests of a single type or ability
damage or element equal to its bonus per day
11-12. Gives relevant information to its 23-24. Summons hit dice equal to its bo-
user, appropriate to the type of artifact nus worth of creatures per day

36
VIII. CR∑ΔTUR∑: F∑ΔTUR∑ (d30)
1. A single eye or blind 16. Nimble, fast, slippery, etc.
2. Amphibious or burrowing 17. Quasi-immortal
3. Antimagic or antipsychic 18. Parasitic or vampiric
4. Attractive scent or terrible stench 19. Poison, venom, or toxin
5. Bioluminescence or bioelectricity 20. Prehensile tail, tongue, etc.
6. Breath or spit weapon 21. Psychic or magic powers
7. Camouflage or invisibility 22. Regeneration
8. Corrosive blood or saliva 23. Resistant or immune to element
9. Hard carapace, shell, skin, etc. 24. Swarm or part of a hive-mind
10. Heightened senses or echolocation 25. Tentacles
11. Horns, spikes, barbs, etc. 26. Terrifying scream or visage
12. Incorporeal, phasing or teleporting 27. Vulnerable to magic or element
13. Many eyes, maybe compound 28. Walks on walls or makes long jumps
14. Metamorph or shapeshifter 29. Wings
15. Mimics sounds or creates illusions 30. Web-spinner

Δ P P ∑ N D I X D ∑ LT Δ :
STΩRYT∑LL∑R TΔBL∑S
The tables below are used with the Storyteller’s Scribe Story feat.
The tables below may also be used for plot-building and character-building with the
ΩRΔCL∑.

I. GΩΔL: ΩBJ∑CT (d4)


1. Character 3. Location
2. Information 4. Object

II. GΩΔL: ΔCTIΩN (d6)


1. Acquire 4. Destroy
2. Benefit 5. Harm
3. Control 6. Protect

37
III. GΩΔL: ΩBSTΔCL∑ (d8)
1. Allies 5. Rivals
2. Enemies 6. Space
3. Information 7. Time
4. Prophecy 8. Tools

IV. GΩΔL: CΩMPLICΔTIΩN (d10)


1. Against self-interest 6. Luck or fate is involved
2. Against the interest of an ally 7. Moral dilemma or ethical issue
3. Collateral damage 8. No reward
4. False goal 9. Second, bigger obstacle
5. In the best interest of an enemy 10. Unexpected difficulty

V. GΩΔL: CΩNS∑QUENC∑ (d12)


1. Context changes 7. Others get the credit
2. Gaining a new ally 8. Resource depleted or tool lost
3. Gaining a new enemy 9. Success or failure is unknown
4. Losing an ally 10. Unexpected reward
5. Losing an enemy 11. Unexpected collateral benefit
6. New problems or opportunities 12. Unexpected collateral damage

VI. CHΔRΔCT∑R: ΔTTITUD∑ (d20)


1. Allied (allied to another ally) 11. Neutral (linked to both sides)
2. Allied (circumstantial) 12. Neutral (not interested)
3. Allied (same ideology) 13. Unfriendly (can’t trust anyone)
4. Allied (secretly) 14. Unfriendly (discriminates)
5. Friendly (enemy of an enemy) 15. Unfriendly (doesn’t care)
6. Friendly (friend of a friend) 16. Unfriendly (heard bad things)
7. Friendly (has some reservations) 17. Enemy (allied to another enemy)
8. Friendly (not clear why) 18. Enemy (opposite ideology)
9. Neutral (benefits from conflict) 19. Enemy (pretends to be an ally)
10. Neutral (did not pick a side yet) 20. Enemy (traitor)

38
VII. CHΔRΔCT∑R: CΩNN∑CTIΩN TΩ GΩΔL (d24)
1. Action (cannot or will not do it) 13. Information (has it, may disclose)
2. Action (has done or tried to do it) 14. Information (has it, will not disclose)
3. Action (knows who can or will do it) 15. Information (knows who has it)
4. Action (will do it) 16. Information (will have it)
5. Complication (is aware of it) 17. Object (loves, fears, or hates it)
6. Complication (may help with it) 18. Object (knows it)
7. Complication (warns of its possibility) 19. Object (knows who knows it)
8. Complication (will make it worse) 20. Object (owns or wants it)
9. Consequence (has predicted it) 21. Obstacle (can and will help with it)
10. Consequence (may advert it) 22. Obstacle (can but will not help)
11. Consequence (will be involved in it) 23. Obstacle (knows who can help)
12. Consequence (will cause it) 24. Obstacle (will make it more difficult)

VIII. CHΔRΔCT∑R: F∑ΔTUR∑ (d30)


1. Able to self-sacrifice for a cause 16. Knows many secrets
2. Brave, but reckless 17. Lies and cheats constantly
3. Cares only for one person 18. Life dedicated to a single pursuit
4. Has a dark past 19. Lives and acts alone
5. Has a glorious past 20. Owns many resources and tools
6. Has a strict code of conduct 21. Paranoid
7. Has an addiction 22. Philanthropist
8. Has visions of the future 23. Powerful, but arrogant
9. Heartbroken 24. Prone to bouts of rage
10. Honored, but stubborn 25. Puts family and friends above all
11. Is an expert in a field 26. Puts wealth and comfort above all
12. Is in great pain, grieving or suffering 27. Sincere and honest
13. Is lucky 28. Speaks weirdly
14. Is hiding or running from enemies 29. Taciturn, but trustworthy
15. Is seeking redemption 30. Wise, but indifferent

39
ΔPP∑NDIX ∑PSILΩN:
STRΔT∑GIST RUL∑BΩΩK
The rules below are used with the Strategist’s Rulebook feat.

I . C Ω M B Δ T R U L ∑ S
§1.1. In combat, characters of medium-size bipedal species can normally move up
30ft and act once per round, or forgo that round’s action and move up to 60ft. A
character who moves or makes any action that is not a melee attack or just defending
(like making a ranged attack, manipulating an object, using a power, etc.) lowers its
guard, allowing a character who can reach it to make an extra melee attack against it.
§1.2. An action allows a character to make one ranged or melee attack. However, if a
character is using both hands to wield melee weapon(s), it can make a second melee
attack with disadvantage. In one round, a character can defend itself from up to three
attacks. However, if a character is using one hand to wield a shield, it can make a
fourth defense with disadvantage.
§1.3. With most ranged weapons, a character attacks targets who are adjacent or
between 31ft and 60ft with disadvantage, and attacks normally targets between 5ft
and 30ft, though some weapons have longer ranges. Some weapons, like crossbows,
require the character to forgo its movement in order to reload. When attacking with
some thrown weapons, like javelins, a character can test Physique instead of Preci-
sion.
§1.4. Unarmed attacks or improvised weapons, though not natural weapons, deal half
damage and may not damage targets wearing armor. However, a character can make
two unarmed or natural weapon attacks with an action. Special attacks and combat
maneuvers may require additional Physique, Precision, or even Psyche tests to suc-
ceed, sometimes replacing damage for another effect. Some maneuvers may require
the attack to be made with disadvantage.

I I . ∑ X P L Ω R Δ T I Ω N R U L ∑ S
§2.1. Out of combat, characters of medium-size bipedal species can normally move
up to 3mi per hour, though terrain and weather conditions may lower travel speed, as
well as moving stealthily, which reduces travel speed to 2mi per hour, but grants ad-
vantage in surprise tests. Running increases travel speed to 4mi per hour, but causes
fatigue and imposes disadvantage in surprise tests.

40
§2.2. Traps and other hazards may be spotted with Precision tests, but usually the
character must be looking for them to be able to test. Traps can also be disarmed (or
rearmed) with tests, but usually the player must describe how the character does it to
be able to test, and the character may also need the right skills, tools, or even powers.
Traps and hazards may cause from 1d6 to 10d6 of damage and many other effects.
§2.3. Wearing armor may impose disadvantage on Physique and sometimes Preci-
sion exploration tests, as well as reduce travel speed. Some activities may even be-
come impossible when wearing heavy armor, like swimming or balancing on a rope.
Most of those tests can also be affected if the character is carrying too much weight.
Some traps or hazards may cause little or no damage to characters wearing metallic
armor, while others may cause even more damage.
§2.4. Some species have special forms of movement (like flying), special senses (like
darkvision), special resistances (like resistance to diseases), or other special features
(like water breathing, camouflaging, etc.), allowing them to avoid disadvantages or
even gain advantage on some situations. Some species may also have vulnerabilities
(like sunlight sensitivity) or other limitations.

III. INT∑RΔCTIΩN RUL∑S


§3.1. When NΩN-M∑TΔS are first encountered and there is doubt about their
attitude toward M∑TΔS, one of the M∑TΔS can make a reaction check, a Psyche
test, which may be subjected to advantage or disadvantage, whose result determines
the NΩN-M∑TΔ attitudes: 14– hostile, 15-19 unfriendly, 20-24 indifferent, 25-29
friendly, 30+ helpful. Once a NΩN-M∑TΔ attitude is determined, a new test with
a result 5 points greater is necessary to make the attitude increase one step, and 10
points greater to make the attitude increase two steps. Those tests can only be made
if the situation allows, and they may also make the attitude decrease.
§3.2. When a group of NΩN-M∑TΔS engaged in combat with M∑TΔS loses half
its members or half their total hit points, or if their leader falls, they might have to
make a morale check in order to determine if they continue to fight. Each NΩN-
M∑TΔ makes a difficulty 20 Psyche test, which may be subjected to advantage or
disadvantage. Those who succeed continue to fight, but those who fail must flee or
surrender themselves. This changes their behavior but does not alter their attitude
towards the M∑TΔS.
§3.3. A M∑TΔ cannot try to change another (PC or NPC) M∑TΔ’S attitude, behavior,
opinion, etc. through Psyche tests, that is, cannot test to persuade, intimidate, etc.
another M∑TΔ, unless at least one of the M∑TΔS involved in the interaction is a
Storyteller assuming a persona. This is one of the ways a M∑TΔ can determine if a
character is also a M∑TΔ.

41
§3.4. M∑TΔS can speak all languages openly spoken in the world they are current-
ly incarnated, but they can test Psyche to try to understand or express themselves
in secret or otherworldly languages. They also may need to test Psyche in order to
understand written texts, regardless of their language and depending on their com-
plexity. M∑TΔS have their own form of direct communication, which they use when
they are participating in the ΩMNIM∑TΔ collective, but they cannot communicate
directly when incarnated and do not have their own spoken language.

I V . R ∑ S I S T Δ N C ∑ R U L ∑ S
§4.1. Those Physique resistance tests made to avoid permanent effects, like petrifica-
tion, are usually made with advantage. Those that involve continuous but temporary
effects, like poisoning, may be remade regularly to weaken or end the effect. Finally,
those made to avoid the effects of deprivations, like starvation, are made with ad-
vantage, then normally, then with disadvantage, and then may even be automatic
failures, as the condition worsens.
§4.2. Some Precision resistance tests, like those to avoid damage or an effect on an
area, only allow the character to avoid part of the damage or effect, usually half of
it, provided there is space for dodging. Others, like those that affect a character’s
senses, can sometimes be avoided by closing one’s eyes or blocking one’s ears, for in-
stance, but this may impose disadvantage on perception-related tests. Illusions that
affect a character’s senses can be perceived as such with Precision resistance tests,
and familiarity with the illusory object can grant advantage.
§4.3. Many Psyche resistance tests can be remade regularly to end the effect that is
affecting the target. Other times, the circumstances can trigger additional resistance
tests (when a character under mind control is commanded to do something danger-
ous, for instance). Illusions that directly affect a character’s mind can be disbelieved
as such with Psyche resistance tests, and knowledge about the illusory event can
grant advantage.
§4.4. Sometimes a harmful event or effect cannot be avoided by a character’s abili-
ties, but only through sheer luck. A character’s Providence score is determined every
time it is tested, by rolling 3d6. A Providence test cannot receive advantage, disad-
vantage, effort, or any other bonus or penalty. The M∑TΔMΔST∑R determines if a
resistance test is a Providence test. However, once per session, a M∑TΔ can ask to
replace any test (resistance or not) with a Providence test, before any dice are rolled.

42
V. SKILLS & PΩW∑RS RUL∑S
§5.1. Some tests are made with disadvantage or may even be impossible to make if
the character does not have the required skill or if the character is not a specialist
in the area (the M∑TΔMΔST∑R determines if a NΩN-M∑TΔ NPC is a specialist;
usually a M∑TΔ PC or NPC can be considered a specialist if the M∑TΔ chooses,
on (re)incarnation, to have only one skill, instead of many skills, in which case the
M∑TΔ is considered a generalist). Sometimes, a character may be allowed to make a
test with disadvantage when the character does not have the right skill, but a related
one.
§5.2. Usually, a failure on a skill-related test means the character cannot try again,
though it may be possible if the character puts more time, resources, and effort into
the task, which may also become more difficult and unpredictable. Additionally, with
enough time or a group effort, difficult tasks can become easier and more predicta-
ble. To add unpredictability to a test, instead of using, for instance, a fixed difficulty
of 30, the M∑TΔMΔST∑R may determine a difficulty of 1d10+25. When a group of
characters is dedicated to one activity, sometimes only one of them has to be skilled
in the area.
§5.3. Many powers require the user to be able to make gestures and/or speak, and
may even require material components, which sometimes may be rare and expen-
sive. In some worlds, powers also require skill to be properly used and controlled.
Powerful effects may require a group effort, a long time of preparation, and many
resources; or, where skill is necessary, those things can make a difficult effect easier
to create. But sometimes powers can also be used to create harmless, simple effects,
without the need for spending hit points (or other resources).
§5.4. The effects of powers of the same type (magical, for example) are not cumu-
lative, even if they come from different sources, though they may interact, whether
canceling each other or creating a third effect. When the same or opposed effects
from different sources attempt to affect the same target at the same time (or when
one source attempts to affect the other), the power users may make a power dispute
to determine which one prevails. The dispute can be a test of a value equal to 10 plus
the power’s level, or of an appropriate ability score, influenced or not by skill.

VI. ∑QUIPM∑NT & ΔRTIFΔCTS RUL∑S


§6.1. Some tests are made with disadvantage or may even be impossible to make if
the character does not have the required equipment, or if the character’s equipment
is not in good condition. Special circumstances, constant use, or even misuse can
damage equipment, which can sometimes be fixed with the right skills and tools.
Fixing or even crafting new items, however, usually takes time.

43
§6.2. Most weapons have a weight of 1, 2 or 3, depending on their size; most armors
have a weight of 4, 6 or 8, depending on their material; and most other items have
weights between 1, 2, 3, or 1 for each ten, depending on size, volume, material, etc.
Carrying weight up to the Physique score has no effect. Carrying weight up to twice
the Physique score imposes disadvantage on Physique tests (except attacks) and cuts
movement speed in half. Carrying weight up to three times the Physique score ren-
ders Physique tests (except attacks) impossible and cuts movement speed to 0.
§6.3. The characteristics of an artifact are usually non-evident, especially to M∑TΔS
and characters not familiar with a world’s magic/technology (unless it was created
by a Slayer’s Skirmish Spoils feat, in which case all of its characteristics are known by
the Slayer). Thus, Psyche tests are required to determine an artifact’s characteristics,
usually requiring certain skills, but maybe even tools or powers. Determining if an
artifact is cursed, however, is usually more difficult than identifying its characteris-
tics.
§6.4. Non-consumable artifacts are usually very resistant to damage (in the case of
+1 artifacts), impervious to most forms of damage (in the case of +2 artifacts), or even
indestructible by all but one specific font of damage (in the case of +3 artifacts). Very
few have the skills to repair an artifact, and even fewer have the skills to craft one
(except for consumable artifacts, which may be crafted by skilled characters, usually
with expensive materials and in heavily equipped laboratories).

Δ P P ∑ N D I X Z ∑ T Δ :
TH∑ ∑FF∑CTS ΩF PΩW∑RS
The M∑TΔMΔST∑R determines the possible effects of powers based on the de-
scriptions made by the players and also determines the potency of the effects de-
pending on the number of hit points spent. However, there are some simple pro-
totypical effects the M∑TΔMΔST∑R can refer to and can use as a general rule to
create other, more complex effects.
Alter Anatomy (1-9 hp): transforms a target’s body into a medium creature that has
a total of 31 ... 39 or 29 ... 21 on all three ability scores and a limited set of skills,
powers, and other features, for one scene. The target can make a resistance test with
a difficulty equal to 21 ... 29 to avoid being transformed.
Alter Aspect (1-3 hp): changes the appearance of a target’s body, but not its shape,
changes the appearance and shape of a target’s body, but not the appearance or
shape of its possessions, and changes the appearance and shape of a target’s body
and its possessions, for one scene.
Augment Awareness (1-9 hp): adds +1 ... +9 to tests of one target’s Psyche score made
44
to gather information on something or someone, for one scene.
Banish Beings (1-9 hp): forbids medium creatures of one specific type between aber-
ration, abyssal, beast, celestial, construct, dragon, elemental, humanoid, plant or un-
dead, and with up to 1 ... 9 hit dice, to enter a 30 ... 270 feet radius area, for one scene.
Beguile Beast (1-9 hp): captivates 1 ... 9 hit dice worth of one or more medium beast
or plant creatures. The creatures can avoid obeying the captivator with a resistance
test with a difficulty equal to 21 ... 29, made with disadvantage, and stay captivated
for one session.
Blur Body (1-9 hp): makes one target impose a penalty of –1 ... –9 to tests of other
targets’ Precision score to hear, see or smell the target for one scene.
Control Carcass (1-9 hp): animates 1 ... 9 hit dice worth of medium objects into one or
more construct creatures or of medium corpses into one or more undead creatures.
The creatures can avoid obeying the animator with a resistance test with a difficulty
equal to 21 ... 29, made with disadvantage, and stay animated for one session.
Control Conditions (1-9 hp): increases or decreases the humidity, light, temperature,
or wind speed of a 30 ... 270 feet radius area by 10% ... 90%, for one scene. The effects
of the alteration of humidity, light, temperature, or wind speed are determined by
the M∑TΔMΔST∑R.
Cripple Capacities (3-6-9 hp): makes one target unable to test one, two, or three abil-
ity scores for one round, if the target fails a resistance test with a difficulty equal to
23 ... 29.
Defend from Death (3 hp): if the next damage the target receives within this session
reduces its hit points to a negative level, it reduces its hit points to 0 instead.
Direct Discernment (1-9 hp): acquires 1 ... 9 pieces of information from common
knowledge.
Distant Detection (1-9 hp): can use Precision 10 ... 19 to perceive and feel objects that
are up to 1 ... 9 miles away, for one scene.
Distant Dialogue (1-9 hp): can use Psyche 10 ... 19 to communicate words and feel-
ings with creatures that are up to 1 ... 9 miles away, for one scene.
Energetic Enfeeblement (1-9 hp): subtracts –1 ... –9 from tests of one target’s Phy-
sique, Precision, or Psyche score for one round, if the target fails a resistance test
with a difficulty equal to 21 ... 29.
Energetic Enhancement (1-9 hp): adds +1 ... +9 to tests of one target’s Physique, Pre-
cision, or Psyche score for one round.
Enhance Eloquence (1-9 hp): adds +1 ... +9 to tests of one target’s Psyche score made
to alter someone’s emotions and opinions, for one scene.

45
Evoke Extraplanar (2-4-6-8 hp): summons 1 ... 4 hit dice worth of one or more me-
dium aberration, abyssal, celestial, or elemental creatures. The creatures can avoid
obeying the summoner with a resistance test with a difficulty equal to 22 ... 28, and
stay summoned for one session.
Favor of Fortune (2 hp): grants advantage to one specific ability score test.
Feed the Famished (1-9 hp): creates food and water enough for 3 ... 27 medium crea-
tures to eat and drink.
Fire Fall (1-9 hp): causes damage equal to 1 ... 9 hit dice to one or more targets up
to 30 ... 270 feet away, but targets may avoid damage with a resistance test with a
difficulty equal to 21 ... 29.
Fleet of Foot (1-3 hp): makes one target able to move twice as fast and jump twice as
high or long; able to move three times as fast, jump three times as high or long, and
float above the ground; or able to move four times as fast, jump four times as high or
long, and fly in the air, for one scene.
Hasten Hits (1-3 hp): makes 1 ... 3 more attacks in a round, or target 1 ... 3 more tar-
gets with a single attack.
Heal Harm (1-9 hp): recovers the current hit points of one or more close targets by 1
... 9 of the targets’ hit dice.
Hypnotize Humanoid (2-4-6-8 hp): controls 1 ... 4 hit dice worth of one or more me-
dium humanoid creatures. The creatures can avoid obeying the controller with a
resistance test with a difficulty equal to 22 ... 28, made with advantage, and stay
controlled for one session.
Innofensive Illusionism (1-5 hp): creates a small illusion that deceives one sense, a
small illusion that deceives all senses or a medium illusion that deceives one sense,
a medium illusion that deceives all senses or a large illusion that deceives one sense,
a large illusion that deceives all senses or a huge illusion that deceives one sense,
or a huge illusion that deceives all senses. The targets can detect an illusion with a
resistance test with a difficulty equal to 21 ... 25 and it lasts one scene.
Malediction of Misfortune (2 hp): imposes disadvantage to one specific ability score
test.
Mental Manipulation (1-9 hp): can use Physique 10 ... 19 to move objects that are up
to 30 ... 270 feet away, for one scene.
Metaphysical Materialization (1-9 hp): creates 1 ... 9 small objects of common mate-
rials that last one session.
Metaphysical Missile (1-9 hp): causes damage equal to 1 ... 9 decreased hit dice to one
or more targets up to 30 ... 270 feet away without the need of any test. The hit die
steps before d6 are d4 and d2.
46
Petrify Person (6 hp): turns the body of a medium target into stone or other similar
material if the target fails a resistance test with a difficulty equal to 26.
Preternatural Protection (3-6-9 hp): grants one target –1 ... –3 of damage reduction
against one type of damage among bludgeoning/piercing/slashing, acid, cold, fire,
lightning, necrotic, poison, radiant, or thunder, for one scene.
Raise Remains (7-9 hp): resurrects a recently deceased target in the presence of the
body, a long-deceased target in the presence of the body, or any deceased target not
in the presence of the body, with 1 hit point.
Remote Restoration (1-9 hp): recovers the current hit points of one or more targets
up to 30 ... 270 feet away by 1 ... 9 of the targets’ decreased hit dice. The hit die steps
before d6 are d4 and d2.
Slow Steps (1-3 hp): makes one target unable to move more than half its speed, un-
able to move more than a third of its speed, or unable to move from its location, for
one scene, if the target fails a resistance test with a difficulty equal to 21 ... 23.
Superior Senses (1-9 hp): adds +1 ... +9 to tests of one target’s Precision score that rely
on hearing, seeing, or smelling for one scene.
Supernatural Strikes (3-6-9 hp): grants one target +1 ... +3 to the damage of the tar-
get’s attacks, also adding one more damage type among acid, cold, fire, lightning,
necrotic, poison, radiant or thunder, for one scene.
Suppress Senses (1-9 hp): subtracts –1 ... –9 to tests of one target’s Precision score
that rely on hearing, seeing, or smelling for one scene, if the target fails a resistance
test with a difficulty equal to 21 ... 29.
Strengthen Stamina (1-9 hp): grants extra total hit points to one or more close targets
equal to 1 ... 9 of the targets’ decreased hit dice, that last for one session. The hit die
steps before d6 are d4 and d2.

∑XT∑RNΔL ΔPP∑NDIX∑S
There are two external appendixes to this book, which can both be found at bit.ly/
metarpg.
The first one, ΔPP∑NDIX ∑TΔ: SH∑∑TS, contains the world sheet, the M∑TΔ and
NΩN-M∑TΔ character sheets, the persona sheet and the rulebook sheet.
The second one, ΔPP∑NDIX TH∑TΔ: ∑XΔMPL∑ ΩF PLΔY, contains an example
of this game being played solo.
Other external appendixes may be added later.

47
48

You might also like