Keyword Pricing
How each keyword’s Strain cost is set. The costs themselves live in the Strain column of Keywords. If a cost there looks wrong, check it against this method first, then change either the cost or the method.
An ability’s total cost is still: keyword cost(s) + Awareness substate + Duration (see Core Resolution).
Step 1: Base Cost
Section titled “Step 1: Base Cost”Pick the tier for the strongest thing the keyword does.
| Base | Tier | What it does | Examples |
|---|---|---|---|
| 1 | Nudge | Moves you, changes Stride, gives a one-time +1 die, or is out-of-combat utility | Move, Hastened, Slowed, Misdirected, Dodge, Clear, Rejuvenate, Communication |
| 2 | Shape | An ongoing plus or minus to dice, Rank, Strain, or Armor; a +1 success; or reveals information | Dampened, Enabled, Fear, Parry, Slip, Crushed, Observed, Tracked, Rebounded, Consolidated |
| 3 | Deny / Harm | Removes an option, causes or heals an Injury, removes a keyword, hides you, or moves another creature | Restrained, Silenced, Gated, Obscured, Heal, Dispel, Negating, Displace, Banished |
| 4 | Rule-breaker | Adds successes equal to Rank or more, ignores a core rule (Armor, obstacles, solid matter), grants or creates something (a keyword, a construct, a weapon), or destroys things | Pierced, Biding, Foresight, Teleport, Phase, Portal, Morphed, Construct, Weapon/Armor [polarity], Disintegrated |
| 5 | Shutdown | Takes away a creature’s ability to act or choose | Paralyzed, Overwritten |
Flat successes of Rank or more are rule-breakers because they skip the 7-dice cap. Every Texture averages 1 success per die, so each flat success is worth a die the cap can’t stop. A single +1 success (Rebounded) stays at Shape.
Step 2: Modifiers
Section titled “Step 2: Modifiers”| Modifier | Change | Why |
|---|---|---|
| Injury T or C, or the effect itself inflicts an Injury | +1 | It fills a slot on the lethal track |
| Escalator | +1 | It keeps working without another roll. Skip this when the escalation is only a countdown to the main effect |
| Requirement or drawback | -1 | Needs a shield, needs a polarity present, can’t interact with the world, or backfires on a failure |
Minimum cost is 0.
Worked Examples
Section titled “Worked Examples”- Pinned: Deny 3, Injury T +1 = 4
- Terminal: Harm 3, Injury T +1, Escalator +1 = 5
- Counter: Harm 3, inflicts an Injury +1, backfires on a failure -1 = 3
- Block: Rule-breaker 4 (Realm + Rank successes), requires a shield -1 = 3
- Step [polarity]: Rule-breaker 4 (teleport), needs the polarity present -1 = 3
Special Cases
Section titled “Special Cases”- Stack-spending keywords cost 0 Strain. The stacks are the price, and each keyword already names how many it needs. Awareness and Duration still cost Strain as normal. Keywords that trigger off a stack threshold are treated the same way.
- Trap costs 0. The keyword it carries pays its own cost.
- Passive keywords have no Strain cost (N/A). They’re paid for with experiences.
- Cost doesn’t change with Rank. A Rank 4 keyword costs the same Strain as a Rank 1 keyword. Rank comes from experiences, and that’s the payoff for investing them.
- A blank Injury field is priced as F. If it’s later set to T or C, add 1.
Judgment Calls
Section titled “Judgment Calls”These didn’t fall cleanly out of the method.
| Keyword | Cost | Call |
|---|---|---|
| Biding | 4 | Injury changed from T to F. Biding affects you, so filling an Injury slot made no sense. |
| Petrifying | 5 | The method gives 6 (Shutdown + Choice), but the paralysis is delayed by Realm rounds, so it shouldn’t cost more than Paralyzed. |
| Illusion | 4 | Effect text is cut off (“Target”). Priced from its example (an illusory world). Re-price once the effect is written. |
| Golem [polarity] | 4 | Same as Construct even though it adds +1 die. Bump to 5 if Golems prove stronger in play. |
| Snoozing | 0 | Priced as a stack keyword, but it doesn’t spend the stacks. As written, a creature that stays over the threshold could fall asleep every round. |
Anchor Check
Section titled “Anchor Check”Costs that existed before this method, and what the method gives:
| Keyword | Before | Method |
|---|---|---|
| Dampened | 2 | 2 |
| Rebounded | 2 | 2 |
| Consolidated | 2 | 2 |
| Pierced | 4 | 4 |
| Construct | 4 | 4 |
| Paralyzed | 5 | 5 |
| Trap | 0 | 0 |
| Biding | 4 | 4 (after the Injury fix) |
| Pinned | 1 | 4 |
Strain Budget Check
Section titled “Strain Budget Check”A Realm 1 character with 2 experiences in Strain has 20 Strain. A Deny or Harm keyword with an Injury (4), on a Projectile (+1) with an Instant duration (+0), costs 5, plus 1 or 2 for invoking Motive or Identity. That’s roughly 3 abilities per frame. Weapons apply their keywords for free, so abilities are the big moves.
Metanoia rules © Daniel Eynon, licensed under CC BY-NC-SA 4.0.