* - Perceive Game
Initiates of Metagaming gain the ability to sense major plot points and
important NPCs at will. They may call upon their sometimes extensive knowledge
of their Storytellers and their fellow players and apply it to their
in-character actions. This frequently manifests itself in the form of questions
such as, "Who has the highest Fortitude rating? Okay, you're at the front
of the line, then." Also, any information or hints given strictly OOC are
fair to use in-game for the apprentice of Metagaming. There are those who argue
this is just shamelessness and not true magic, but nobody likes these people
very much.
** - Control Campaign
The student of Metagaming may now apply anything he/she has read in White Wolf
soucebooks to the current game, regardless of whether his/her character would
know it. For example, a vampire whose player has read extensively in the
Werewolf line will always know Garou society better than some of the players
involved in it, regardless of his character's knowledges. Under the right
circumstances, this power can leave a campaign in ruins or speed its completion
far more than the Storyteller intended.
*** - Transmute Campaign
Disciples of Metagaming can't help it – somehow they always end up at the
center of every storyline thanks to their outrageous minmaxing skills and
superior knowledge of, well, everything. Fellow players find themselves on the
sidelines, watching in sick wonder and fascination. It is a relatively simple
action for Metagamers of this level to twist a storyline to the point where it
all focuses around them and their absurdly high levels of Dark Thaumaturgy,
making it into the campaign they always wanted but are too lazy to run on their
own.
**** - Control Storyteller
Adepts of Metagaming gain the vaunted power to control the behavior of that god
above gods, the Storyteller him/herself. Through the strategic use of bribes,
threats, and other means that I really don't want to think about, the Metagamer
opens the gateways to boundless power and unfair advantages only dreamed of at
lower levels of the Tenth Sphere. The use of this level of Metagaming is
usually given away by quotes by fellow players along the lines of "Is your
GM on crack?!" and "Yeah, he let you make that Cappadocian
Abomination with hedge magic, but do you really think he's going to let you
play it?"
***** - Transmute Storyteller
Masters of Metagaming are finally able to replace the Storyteller completely
and change his/her plot into something more closely resembling their ideal
roleplaying experience. While Metagaming 4 affects only the caster, this level
of mastery allows the mage to suck other players into their bizarre metagaming
realm along with them. The mere use of this sphere has been known to turn
fellow mages into gibbering maniacs, or corrupting them into metagamers and munchkins
in their own right.
There are rumors of Archmasters of Metagaming actually being able to throw
aside the rules of the game entirely to cater to their own twisted whims, or
ascending to become players and Storytellers themselves, but these theories are
thoroughly unsubstantiated.
Peek At Character
Sheets (Metagaming *)
Minmax (Metagaming ***)
Bribe Storyteller
(Metagaming ****)
Divine Party
Dynamics (Metagaming **, Entropy *)
Fudge Dice Rolls
(Metagaming **, Entropy **)
Chaotic Everywhere
(Metagaming ***, Correspondence ****)
Rearrange Miniatures
(Metagaming ***, Matter *)
Read GM’s Notes (Metagaming
****, Correspondence *)
Read GM’s Mind
(Metagaming ****, Mind ***)