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	<id>https://metaforce.magicwindowstudios.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=AlienOvan</id>
	<title>Metaforce TTRPG - User contributions [en]</title>
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	<updated>2026-09-15T05:43:52Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Metaforce_TTRPG:About&amp;diff=551</id>
		<title>Metaforce TTRPG:About</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Metaforce_TTRPG:About&amp;diff=551"/>
		<updated>2026-09-14T13:22:29Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: September update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &amp;lt;big&amp;gt;&amp;lt;code&amp;gt;&amp;lt;b&amp;gt;Metaforce&amp;lt;/b&amp;gt;&amp;lt;/code&amp;gt;&amp;lt;/big&amp;gt; is a tabletop roleplaying system designed to work across multiple genres through its versatile mechanics and the use of [[Metaphor|Metaphors]], a modular system to construct various powers, skills and abilities to allow players the freedom to create the characters they want while moderating and defining their power to the game itself. Players and their Game-Master can communicate to craft characters suitable for the scenario being played.&lt;br /&gt;
&lt;br /&gt;
==History and Origin==&lt;br /&gt;
 &amp;lt;b&amp;gt;Metaforce&amp;lt;/b&amp;gt; was created and developed by &amp;lt;abbr title=&amp;quot;Also known as Sax the Great Namek, real name omitted for privacy&amp;quot;&amp;gt;AlienOvan&amp;lt;/abbr&amp;gt;, in August 2023, though the wiki to store the game documentation would not be available until September 2024 and development on the system was much earlier than that. He would design the system as a way to play characters that couldn&#039;t be fully realized under stricter systems that existed then, either by genre or by the mechanics and content available to play them. This led to the creation of the core mechanic [[Metaphor|Metaphors]]&lt;br /&gt;
 &lt;br /&gt;
 In addition, he wanted a system to which Giant and Tiny characters could be freely playable (Game-master permitting), feeling other systems watered down Size mechanics down to irrelevance. AlienOvan not only believes Giants and Giant creatures to be powerful, but also dangerous enough to be worthy of respect. This resulted in the [[Size|Size Rating]] mechanic, a mechanic that is not only bipartisan in regards to how it functions between Players and &amp;lt;abbr title=&amp;quot;Non-Playable Characters&amp;quot;&amp;gt;NPCs&amp;lt;/abbr&amp;gt; but also counter-balances itself against creatures of the same size. Because of this, Giant/Kaiju battles are now possible with little adjustments.&lt;br /&gt;
 &lt;br /&gt;
 AlienOvan had a interest and fascination for the Japanese artistic philosophy of over the top, exciting and unusual interpretations of logic and presentation. Examples being that of &amp;lt;b&amp;gt;Dragonball Z&amp;lt;/b&amp;gt; in terms of power and scale, and &amp;lt;b&amp;gt; Jojo&#039;s Bizarre Adventure&amp;lt;/b&amp;gt; for creativity and logical execution. So one of the aspects to the creation of Metaforce was to make a system that could recreate the hyper-kinetic scenes seen in Manga and Anime. With the use of Metaphors, AlienOvan would allow players to be able to create characters with powers and abilities that could reach those levels of creativity while ensuring their power could not grow too quickly without having earned it first.&lt;br /&gt;
 &lt;br /&gt;
 In addition, he felt that the way that random odds in traditional tabletop RPGs felt lacking, often empathising those who suffered long periods of bad &amp;lt;abbr title=&amp;quot;Random Number Generation, the way a range of numbers would be selected&amp;quot;&amp;gt;RNG&amp;lt;/abbr&amp;gt; and having lost characters due to singular failed checks. It was this that AlienOvan wanted to include a mechanic that allowed players to alter fate and permit characters to not only live encounters they would have perished, but also incentivise Game-Masters to allow players to enter more dangerous scenarios knowing they had a chance to survive if they picked their battles correctly. The [[Meta Point]] mechanic was created as a finite resource for characters to alter the outcomes of checks and interactions in game, and [[Meta Dice]], dice that were designed to raise the minimum value so that the chances of getting low numbers would be minimised.&lt;br /&gt;
&lt;br /&gt;
==Special Thanks==&lt;br /&gt;
 Special Thanks goes to the original play-testers for Metaforce, who provided valuable feedback to ensuring a strong first release.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;big&amp;gt;Playtest Group 1&amp;lt;/big&amp;gt;&lt;br /&gt;
 ♦ &#039;&#039;&#039;Rowan&#039;&#039;&#039; for giving some critical game-design advice as a veteran GM of many systems.&lt;br /&gt;
 ♦ &#039;&#039;&#039;Fulkrim&#039;&#039;&#039; for always being around to talk to me, and to actually talk to me.&lt;br /&gt;
 ♦ &#039;&#039;&#039;Firmdug&#039;&#039;&#039; for playing and enjoying the system, despite having heard about it &#039;yesterday&#039;.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;big&amp;gt;Playtest Group 2&amp;lt;/big&amp;gt;&lt;br /&gt;
 ♦ &#039;&#039;&#039;&amp;quot;Kanian&amp;quot; Kaha&#039;&#039;&#039; for being Metaforce&#039;s first die-hard fan and supporting its creator.&lt;br /&gt;
 ♦ &#039;&#039;&#039;Tower&#039;&#039;&#039; for providing support and being a good friend.&lt;br /&gt;
 ♦ &#039;&#039;&#039;Kitteh&#039;&#039;&#039; for being one of the first players to paper-test the character sheet.&lt;br /&gt;
 ♦ &#039;&#039;&#039;Skoops&#039;&#039;&#039; for being a good friend for all these years, and doing your best in your first time TTRPG.&lt;br /&gt;
 ♦ &#039;&#039;&#039;&amp;quot;Anon&amp;quot;&#039;&#039;&#039; for your input as a first-time TTRPG player.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;big&amp;gt;Beta 2.22 Test Group&amp;lt;/big&amp;gt;&lt;br /&gt;
 ♦ &#039;&#039;&#039;Terra&#039;&#039;&#039; you asked the important questions and also made the best questionable characters.&lt;br /&gt;
 ♦ &#039;&#039;&#039;Discord&#039;&#039;&#039;, you may have been quiet but I appreciated your input nevertheless.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;big&amp;gt;Others&amp;lt;/big&amp;gt;&lt;br /&gt;
 ♦ &#039;&#039;&#039;Arthadian&#039;&#039;&#039; for uplifting me when I was at my lowest.&lt;br /&gt;
 ♦ &#039;&#039;&#039;&amp;quot;Diddily Dee&amp;quot;&#039;&#039;&#039; for creating the &amp;lt;code&amp;gt;Role&amp;lt;/code&amp;gt; system, an inspiration.&lt;br /&gt;
 ♦ &#039;&#039;&#039;Mixed&#039;&#039;&#039; while you didn&#039;t play in Beta-1, I appreciate you trying at least.&lt;br /&gt;
 ♦ &#039;&#039;&#039;Toastee&#039;&#039;&#039; for very early paper-testing and suggestions.&lt;br /&gt;
&lt;br /&gt;
==Questions Answered==&lt;br /&gt;
===Is Metaforce Free?===&lt;br /&gt;
 My plan from the start is to make the core rules of Metaforce free on this wiki. As someone who primarily played with systems only when there was a wiki available to read up the material for free, I decided to make it available from the get-go. I still own all the Metaforce copyrights but players may use the rules and free assets to run their own games.&lt;br /&gt;
 &lt;br /&gt;
 Metaforce content on any other website other than &amp;lt;code&amp;gt;metaforce.magicwindowstudios.com&amp;lt;/code&amp;gt; are not official sources and I should warn you to take care of sites pretending to be Metaforce, if not for stopping you from learning the wrong information about the system, but also in case it is used to compromise your system with malware.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Monetisation&#039;&#039;&#039;&lt;br /&gt;
 I do plan to produce paid-for content in the future. Stuff like Campaign Modules for official stories and settings with the system. I also plan to eventually make physical media for things like the Metaforce core rules since people enjoy the idea of having a physical reference than just a website or app. Eventually, being able to release a physical book containing a wide range of [[Metaphor]]s that players can use to build their characters would be nice, a literal &amp;lt;code&amp;gt;Metaphor Manual&amp;lt;/code&amp;gt; of sorts.&lt;br /&gt;
 &lt;br /&gt;
 However, as of writing, those plans are a bit far away. No modules can be written until the foundation of the system is set. But please stay tuned if you are interested in this sort of thing.&lt;br /&gt;
&lt;br /&gt;
===Does Metaforce use AI?===&lt;br /&gt;
 The Metaforce system and wiki does &amp;lt;code&amp;gt;not&amp;lt;/code&amp;gt; use AI generated images. There&#039;s a stigma attached to that sort of thing so all art and images used are either sourced online or created from scratch. Sure it won&#039;t look as impressive as something that looks like a high-quality Magic-the-Gathering card, but on the flipside all images associated with something will look close to its intended look, instead of an interpretation. If an image used is revealed to have been AI-generated, I promise that &#039;&#039;&#039;I&#039;&#039;&#039; wasn&#039;t the one who generated it, I simply didn&#039;t know beforehand.&lt;br /&gt;
 &lt;br /&gt;
 AI is also not used in the writing or production of the game system, I&#039;m something of a particular-perfectionist and could not and would not use an AI to solve game-design problems like this, it wouldn&#039;t produce the results I want. The Wiki software is provided by Mediawiki and the edits to the layout were also hand-typed myself (even if it lead to me breaking a couple of extensions).&lt;br /&gt;
 &lt;br /&gt;
 My hope is to work with talented and &#039;&#039;trustworthy&#039;&#039; individuals in future to produce good content for the system, even if it ends up taking longer and costing money to do so.&lt;br /&gt;
&lt;br /&gt;
==Can I use Metaforce for my own stuff?==&lt;br /&gt;
 Generally with any tabletop system like this, you can use the system freely to run games with your own story, setting, characters...etc without even having to inform me about it. You can also create content with the Metaforce system in mind, such as items, equipment, species and you will &#039;own&#039; those concepts as any copyright-protect IP.&lt;br /&gt;
 &lt;br /&gt;
 However, and it really goes without saying, you can&#039;t simply take the Metaforce system in whole and claim it as your own. You&#039;re only really entitled to produce system-compatible content for it, and not &#039;fork&#039; the whole system in a slightly modified form to claim ownership. If you want your own system you&#039;re going to have to build from scratch, and even if it uses some ideas and concepts from Metaforce you can be happy knowing that you made that system yourself instead of copy and pasting the framework.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Official recognition of Metaforce-compatible content&#039;&#039;&#039;&lt;br /&gt;
 Right now there&#039;s no proper way to officially recognise content for Metaforce but if you produce content for Metaforce and you want to let me know about it, please send me an email and I can give your stuff a review. Content with interesting and even game-breaking potential can serve as good inspiration on how I can take the core system further.&lt;br /&gt;
&lt;br /&gt;
==How can I provide feedback to Metaforce?==&lt;br /&gt;
 You can send me feedback and opinions about Metaforce or Metaforce-compatible content at the email at the bottom of this page. It is checked occasionally but not daily so please be patient if a response is not given quickly.&lt;br /&gt;
 &lt;br /&gt;
 You can also email me about rulings that are not described (well, or at all) on the wiki. Or to point out discrepancies between pages that discuss the same rulings and topics. I&#039;d not only be grateful for help pointing out the problem but will give you an honest developer&#039;s ruling on the scenario. Though please be &#039;&#039;&#039;descriptive&#039;&#039;&#039; of what is going on in the scenario when you ask for the ruling since context matters in these cases.&lt;br /&gt;
&lt;br /&gt;
==Do you support X?==&lt;br /&gt;
 As a developer for a game system, I am not allowed to have opinions of any kind and you should assume I have nothing to say on the issue either. Metaforce likewise is agnostic to everything and the only concern I have is making it the most flexible and entertaining system I can.&lt;br /&gt;
 &lt;br /&gt;
 If anything should support anything, it&#039;s the Metaforce system supporting any kind of story, gameplay or character concept you&#039;re trying to realise.&lt;br /&gt;
&lt;br /&gt;
==Contact/Inquiries==&lt;br /&gt;
 Lead Developer and Creator: &amp;lt;b&amp;gt;AlienOvan&amp;lt;/b&amp;gt; (Magic Window Studios &amp;lt;sup&amp;gt;[[File:Mws150.png|25px]]&amp;lt;/sup&amp;gt;)&lt;br /&gt;
 Email: &#039;&#039;&#039;email&#039;&#039;&#039; at &#039;&#039;&#039;magicwindowstudios&#039;&#039;&#039; dot &#039;&#039;&#039;com&#039;&#039;&#039;&lt;br /&gt;
 Websites: [https://metaforce.magicwindowstudios.com Metaforce Wiki]&lt;br /&gt;
 Platforms: &amp;lt;abbr title=&amp;quot;Oneirohero&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Discord&amp;lt;/b&amp;gt;&amp;lt;/abbr&amp;gt;, &amp;lt;abbr title=&amp;quot;AlienOvan&amp;quot;&amp;gt;&amp;lt;b&amp;gt;VRChat&amp;lt;/b&amp;gt;&amp;lt;/abbr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 You may not contact me about promotions, sponsorships or deals at this time. I am not hiring any staff right now. I&#039;m waiting until the wiki is complete and support staff is in place before I start any collaborations.&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Appendage&amp;diff=550</id>
		<title>Appendage</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Appendage&amp;diff=550"/>
		<updated>2026-03-26T14:06:26Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: Added &amp;#039;manipulate&amp;#039; property to Appendages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Definition==&lt;br /&gt;
 An &#039;&#039;&#039;Appendage&#039;&#039;&#039;, or Limb, is a part of a character&#039;s body that can be used to perform [[Action Frame|Actions]] and activities. It is used as part of the action economy of Metaforce to give characters the ability to &#039;&#039;&#039;multi-task&#039;&#039;&#039; within a &#039;&#039;&#039;reasonable limit&#039;&#039;&#039; with the time they have available. Generally, an appendage can&#039;t be used for two actions/activities in the &#039;&#039;&#039;same moment&#039;&#039;&#039; of time but different appendages can.&lt;br /&gt;
&lt;br /&gt;
==Valid Appendages==&lt;br /&gt;
 Regardless of the character&#039;s biology, each &#039;&#039;&#039;seperate&#039;&#039;&#039; limb of the character can be considered an appendage, including a number of atypical examples which will be listed below. The definition of seperate means the &#039;&#039;&#039;Left&#039;&#039;&#039; limb of a pair can be used independently of the &#039;&#039;&#039;Right&#039;&#039;&#039; and so each limb can perform a different activity within reason.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Example Appendage/Limb Definitions&#039;&#039;&#039;&lt;br /&gt;
 • Arm(s), Hand(s): Manipulate appendages of a humanoid.&lt;br /&gt;
 • Leg(s), Feet: Locomotive appendages of a humanoid.&lt;br /&gt;
 • Tail: Striking and/or prehensile appendage of a creature.&lt;br /&gt;
 • Head/Brain: Mental concentration and focus of a creature.&lt;br /&gt;
 &lt;br /&gt;
 Characters with more limbs than a humanoid are free to use any additional limbs as they see fit, but there may be a limit to how many activities can be performed within the same frame of time. Some activities make some appendages unusable for other activities. Only limbs with &#039;&#039;&#039;Manipulate&#039;&#039;&#039; can &#039;use&#039; or &#039;interact&#039; with objects and creatures in more complex ways than simply touching them.&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;small&amp;gt;&#039;&#039;&amp;quot;The Saurian, who possesses a large tail they can use to attack with, tries to &#039;&#039;&#039;swipe their tail&#039;&#039;&#039; against several foes in a circle during an Action Frame. While they are only using their tail in this activity, they &#039;&#039;&#039;prevent&#039;&#039;&#039; the use of their legs and arms as they are needed to perform this particular activity, the legs for turning the body around and the arms to keep balance.&amp;quot;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;small&amp;gt;(The Saurian&#039;s tail can be wielded as a weapon as it has movement and touch. But only the Saurian&#039;s hands have the Manipulate property needed to use objects or wield weapons more complex than a stick.)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mental Appendages==&lt;br /&gt;
 One of the atypical appendages is a character&#039;s Mental/Concentration. A character has an &#039;&#039;&#039;Active&#039;&#039;&#039; and &#039;&#039;&#039;Passive&#039;&#039;&#039; appendage exclusively for managing activities beyond the automatic and biological functions of a character. In other words, anything more complex than a character&#039;s &#039;&#039;&#039;natural instincts&#039;&#039;&#039; uses Active/Passive concentration.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Active Concentration&#039;&#039;&#039; is the mental activity of focusing specifically on something, be it an ability or a target in combat. This will be the thing your character is dedicating their time, energy and thoughts towards. When it comes to targeting, this activity is only applicable once and then becomes instinct to continue following a target until focus is lost.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Passive Concentration&#039;&#039;&#039;, or Echoic Memory, is the mental activity of remembering important things a character might want to keep focusing on even when it isn&#039;t immediately apparent. Characters with abilities that require constant attention to like concentration spells or powers or else the effect will end. Keeping such an activity in Echoic memory ensures the character will not need any additional checks to maintain concentration on that particular ability.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Maintaining Multiple Concentration Abilities&#039;&#039;&#039;&lt;br /&gt;
 When maintaining more than one concentration ability, it is important to note that some abilities can be maintained so long as one concentrates at least &#039;&#039;&#039;once per round&#039;&#039;&#039;, others may require concentration to be &#039;&#039;&#039;unbroken&#039;&#039;&#039;, meaning such an ability will be lost if it is not concentrated upon for even one frame. A character can use both their Active and Passive concentration to keep Unbroken concentration abilities active while maintaining more lenient ones.&lt;br /&gt;
 &lt;br /&gt;
 Theoretically, a character could maintain up to &#039;&#039;&#039;three Loose concentration abilities&#039;&#039;&#039; without impacting their option to act. One could juggle a Unbroken concentration ability by spending a frame to maintain it along with their other Loose abilities. A character can also juggle two Unbroken concentration abilities at once but lose the ability to concentrate on any other activity.&lt;br /&gt;
 &lt;br /&gt;
 Metaphor Tip: An ability or spell that requires &#039;&#039;&#039;Unbroken&#039;&#039;&#039; concentration can be upgraded to a &#039;&#039;&#039;Loose&#039;&#039;&#039; concentration (Once per round, instead of per frame) by using the &#039;&#039;&#039;Optimize&#039;&#039;&#039; Metaphor feature.&lt;br /&gt;
 &lt;br /&gt;
===Memory Limits===&lt;br /&gt;
 Although a character&#039;s Mental appendages are less tangible than those of their physical limbs, there are &#039;&#039;&#039;limits&#039;&#039;&#039; to how much can be processed in a single Action Frame, even with the two concentration types to work with. The list below is all the activities one can do in a single Action Frame&lt;br /&gt;
 &lt;br /&gt;
 • &#039;&#039;&#039;Targeting&#039;&#039;&#039;: A character can typically focus on one target at a time, multiple only if the activity they are close by each other, especially when using an attack or ability that might hit all of them. Targeting is a free activity so long as the target is not hidden or in some way harder to track than normal.&lt;br /&gt;
 &lt;br /&gt;
 • &#039;&#039;&#039;Plan/Enact Activity&#039;&#039;&#039;: A character can think of what they want to do next and to whom. This can include things such as &#039;&#039;&#039;Setup&#039;&#039;&#039; actions to enhance attacks or activities to be performed later. This typically requires &#039;&#039;&#039;Active Concentration&#039;&#039;&#039; as it forms the bulk of what a character does for that Action Frame.&lt;br /&gt;
 &lt;br /&gt;
 • &#039;&#039;&#039;Maintain Concentration&#039;&#039;&#039;: When a character has an activity, ability or power held for some reason, concentration needs to be kept to ensure it remains active and not lost. The frame after such an ability is activated, it can be maintained in the character&#039;s Passive/Echoic memory, allowing them to still perform Active thought processes without interruption. Abilities with &#039;&#039;&#039;Loose&#039;&#039;&#039; concentration only need to be applied once per frame, whereas &#039;&#039;&#039;Unbroken&#039;&#039;&#039; concentration must be maintained every frame or it will be lost.&lt;br /&gt;
 &lt;br /&gt;
 • &#039;&#039;&#039;Any other Instinct&#039;&#039;&#039;: Above all, the natural instincts and muscle memory of a character can be performed regardless of a character&#039;s memorisation status. This means being able to stand or even walk is possible while maintaining multiple concentrations. Also such things as tracking target(s) you previously focused on before can be maintained without extra thought. Keeping hold of things in grasping limbs, releasing them, and stopping concentration on anything is also free to do without extra thought. Talking is a free action, but only an amount of words that can fit within an Action Frame.&lt;br /&gt;
&lt;br /&gt;
==Broken Concentration==&lt;br /&gt;
 Especially in stressful situations or in combat, a character&#039;s concentration can be disrupted, affecting how they act and maintain abilities. The ability to concentrate is heavily reliant on characters having &#039;&#039;&#039;full control&#039;&#039;&#039; of themselves for every Action frame of an encounter. Losing frames to disruptive interactions will affect how many and how easily one can lose any concentrated abilities a character is focusing on.&lt;br /&gt;
 &lt;br /&gt;
 Since many actions and activities can be performed within an Action Frame, activities such as attacking, moving and instant abilities don&#039;t suffer much from being disrupted. If such an activity is disrupted, one can simply try again the next frame without losing anything more than time. Abilities that require concentration however will be affected since if the character can&#039;t maintain concentration in time, they can lose the effect and have to start over if they want to bring it back online.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Scenarios which disrupt Concentration&#039;&#039;&#039;&lt;br /&gt;
 Getting &#039;&#039;&#039;[[Stun|Stunned]]&#039;&#039;&#039; can greatly affect Concentration as it prevents the character from performing any actions for a number of frames. Unbroken concentration will undoubtly break and limit the number of Loose concentration abilities one can maintain at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Firearms&amp;diff=549</id>
		<title>Firearms</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Firearms&amp;diff=549"/>
		<updated>2026-03-26T14:00:41Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: Added Reload property, buffed reload speed based on proficiency.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Firearms&#039;&#039;&#039; refers to the weapon type and the Combat [[Metaphor]] in order to use them effectively. This article explains the weapon type and the rules surrounding their use. They are ranged weapons that use combustion to fire projectiles at high speeds, causing &#039;&#039;&#039;high damage&#039;&#039;&#039; and penetration on hit. They are typically found in &#039;&#039;&#039;Modern&#039;&#039;&#039; settings, though more primitive forms can be found in Fantasy settings as well.&lt;br /&gt;
&lt;br /&gt;
==Weapon Design==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Property&#039;&#039;&#039; || &#039;&#039;&#039;Description&#039;&#039;&#039; || &#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Name&#039;&#039;&#039; || Weapon Name, generic type given unless it is special or sentimental in some way. || Handgun, Shotgun, Revolver, &amp;quot;Marie&amp;quot; (Rifle)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Load/Handedness&#039;&#039;&#039; || One-handed Firearms typically weigh &#039;&#039;&#039;1 load&#039;&#039;&#039;,&amp;lt;br&amp;gt;two-handed tend to be &#039;&#039;&#039;2 load&#039;&#039;&#039; or higher. || One-hand (1L), Two-handed (2L)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Range Increment&#039;&#039;&#039; || Following Range rules, one increment is given for Close and the rest is assumed to be multiples of this value. || 60ft (120ft, 180ft).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Base Damage and Bonus Die&#039;&#039;&#039; || Amount of guaranteed damage and the Bonus die for additional effects, also includes damage type. || 12 + d6 piercing,&amp;lt;br&amp;gt;16 + d8 piercing.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Trigger Limit&#039;&#039;&#039; || Number of times a Firearm can be fired in one [[Action frame]]. Assuming they have ammo to fire. || 1, 2, 3, Auto 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Max Ammo and Type&#039;&#039;&#039; || Specifies which ammunition is required to fire the weapon, and how much can be loaded at a time. || 12+1 9mm Parabellum Rounds, 6 Magnum Rounds, 1 Rifle Round.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reload&#039;&#039;&#039; || Specifies the reload time or ammunition loaded per Action Frame. || Unload+Reload: All (Clip/Magazine),&amp;lt;br&amp;gt;Reload: 1 (Bolt-Action),&amp;lt;br&amp;gt;Reload: 3 (Revolver, no Speedloader),&amp;lt;br&amp;gt;Reload: All (Speedloader),&amp;lt;br&amp;gt;Reload: 3 (Shotgun)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rapid Fire / Trigger Limit==&lt;br /&gt;
 Firearms can be fired a number of times in a single Action-Frame up to their &#039;&#039;&#039;Trigger Limit&#039;&#039;&#039;, which serves as the maximum Fire rate for the weapon. The [[appendage]] (hand) pulling the trigger is assumed to be in use as long as the action is resolving the &#039;&#039;&#039;recoil&#039;&#039;&#039; of the Firearm.&lt;br /&gt;
 &lt;br /&gt;
 Normally, the first shot fired in a frame will be at no penalty (Advantage if Proficient, Normal versus an aware opponent). Every shot fired after, but before the next frame will cause the shooter to &#039;&#039;&#039;lose Advantage&#039;&#039;&#039; and then &#039;&#039;&#039;suffer Disadvantage&#039;&#039;&#039; on their subsequent [[attack roll]]s. Some equipment, upgrades and abilities may mitigate this in some way.&lt;br /&gt;
 &lt;br /&gt;
 Because Fire rate is limited by the Trigger limit, Firearms with a limit of 1 can&#039;t be fired more than once per frame. Firearms with a Trigger Limit of &#039;&#039;&#039;Auto X&#039;&#039;&#039; can be fired their maximum amount of times and only lose advantage (instead of Disadvantage) for all subsequent shots.&lt;br /&gt;
 &lt;br /&gt;
 If the shooter is already at Disadvantage when firing their next shot, they suffer a -4 penalty ToHit on their Attack Rolls.&lt;br /&gt;
&lt;br /&gt;
==Reloading Firearms==&lt;br /&gt;
 Firearms normally load their ammunition into the weapon itself, instead of having to be primed like a Bow and Arrow, or a Sling and rock. The process to reload is a bit more complication than such primitive weapons so the speed at which one can reload their weapon depends on their &#039;&#039;&#039;Proficiency&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;No Proficiency&#039;&#039;&#039;&lt;br /&gt;
 Any character who can fit their manipulating [[Appendage]] onto the trigger can fire a Firearm, but unloading the clip/magazine takes an &#039;&#039;&#039;Action Frame&#039;&#039;&#039; to resolve, and Reloading it again takes another frame. It effectively takes a whole round to reload in this way. Weapons that load ammo over time will also reload &#039;&#039;&#039;half as much&#039;&#039;&#039; ammunition than what the description states (rounded up).&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Proficiency&#039;&#039;&#039;&lt;br /&gt;
 A character who has a &#039;&#039;&#039;Metaphor&#039;&#039;&#039; in Firearms or a specific Firearm will gain Proficiency and be able to take each Unload/Reload activity as a Quickened action. A Clip/Magazine based gun can be unloaded and reloaded in one frame, and a weapon that loads incrementally can be loaded at normal speed.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Expertise&#039;&#039;&#039;&lt;br /&gt;
 If the character has Expertise in a specific Firearm, or gains a feature to (re)load weapons as fast as possible, then they can reload a Clip/magazine based weapon fast enough to allow &#039;&#039;&#039;one quickened shot&#039;&#039;&#039; of the weapon in the same Action Frame. Incrementally loaded weapons can also be loaded twice as fast or permit the wielder to fire one round in the same action frame as a reload attempt.&lt;br /&gt;
 &lt;br /&gt;
==Parts and Attachments==&lt;br /&gt;
 Firearms, particularly modern ones, are designed to allow a range of attachments and part upgrades to make them function better. The attachments and components work similarly to how &#039;&#039;&#039;Metaphor Components&#039;&#039;&#039; enhance a Metaphor, they add to or modify how a Firearm works in the effort to make it more powerful.&lt;br /&gt;
 &lt;br /&gt;
 On a character sheet, one can write the information and benefits of a Firearm attachment in lines below the Weapon itself in the Inventory. Parts and Attachments must be fitted and remain fitted to the Firearm to keep their benefits.&lt;br /&gt;
&lt;br /&gt;
==Firearms as a Melee Weapon==&lt;br /&gt;
 Though they are not designed to be used as a Melee or Thrown weapon. If a character decides this to be a course of action, a one-handed weapon typically deals 4 + d4 blunt damage when striking or throwing at a target, two-handed weapons deal 6 + d6 blunt.&lt;br /&gt;
 &lt;br /&gt;
 Striking or Throwing Firearms may cause damage to the weapon, and a damaged Firearm may not fire or become unpredictable or dangerous. There is possibility of a Firearm &#039;&#039;&#039;discharging&#039;&#039;&#039; upon striking a surface. Firearms with a &#039;butt&#039; can be safer ways to strike, but ideally one would want to obtain a &#039;&#039;&#039;Metaphor Expertise&#039;&#039;&#039; in the weapon type used to strike, or striking with Firearms in general to avoid dangers present in this activity.&lt;br /&gt;
&lt;br /&gt;
==One in the Chamber==&lt;br /&gt;
 Due to the way that Firearms loads ammunition to fire, and the internal compartment that hold them, it is possible to have a single round available to fire even when the Firearm has been &#039;Unloaded&#039;, this is known as &#039;&#039;&#039;One in the Chamber&#039;&#039;&#039;. This can only occur when the Firearm has been fired at least &#039;&#039;&#039;once&#039;&#039;&#039; and has been reloaded before expending all its previous ammo. Not all Firearms benefit from this mechanic.&lt;br /&gt;
 &lt;br /&gt;
 This is why the Max ammo for most firearms will have a &#039;&#039;&#039;+1&#039;&#039;&#039; next to their amount. The base amount is what fits in their clip or magazine, the one round is what is loaded after the Firearm has been fired at least once without expending all ammo.&lt;br /&gt;
 &lt;br /&gt;
 Assume Firearms &#039;&#039;&#039;without&#039;&#039;&#039; this +1 notation to be incapable of using One in the Chamber.&lt;br /&gt;
&lt;br /&gt;
==Bullet Penetration==&lt;br /&gt;
 Firearms are considered to be high-powered, firing high-velocity projectiles that pierce most creatures and objects, even ones with armour. Unless the form of protection is particularly thick or specifically bullet resistant, inadequate armour &#039;&#039;&#039;can&#039;t&#039;&#039;&#039; protect against a Firearm projectile. The defender&#039;s Deflection is ignored and only &#039;&#039;&#039;Evasion&#039;&#039;&#039; counts to mitigate damage and effects.&lt;br /&gt;
 &lt;br /&gt;
 Furthermore, some Firearms are capable of being &#039;&#039;&#039;Armour-Piercing&#039;&#039;&#039;, which allows them to deal damage through bullet resistance (up to the damage reduced by such resistances). Even with this said, substantial &#039;&#039;&#039;cover&#039;&#039;&#039; and thick surfaces will still stop bullets and surfaces that block bullets will do so without excessive damage to itself.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
[[Category:Mechanics]] [[Category:Metaphors]]&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Firearms&amp;diff=548</id>
		<title>Firearms</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Firearms&amp;diff=548"/>
		<updated>2026-03-25T12:16:16Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: Created page with &amp;quot;&amp;lt;center&amp;gt;  &amp;#039;&amp;#039;&amp;#039;Firearms&amp;#039;&amp;#039;&amp;#039; refers to the weapon type and the Combat Metaphor in order to use them effectively. This article explains the weapon type and the rules surrounding their use. They are ranged weapons that use combustion to fire projectiles at high speeds, causing &amp;#039;&amp;#039;&amp;#039;high damage&amp;#039;&amp;#039;&amp;#039; and penetration on hit. They are typically found in &amp;#039;&amp;#039;&amp;#039;Modern&amp;#039;&amp;#039;&amp;#039; settings, though more primitive forms can be found in Fantasy settings as well.  ==Weapon Design== {| class=&amp;quot;wikitab...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Firearms&#039;&#039;&#039; refers to the weapon type and the Combat [[Metaphor]] in order to use them effectively. This article explains the weapon type and the rules surrounding their use. They are ranged weapons that use combustion to fire projectiles at high speeds, causing &#039;&#039;&#039;high damage&#039;&#039;&#039; and penetration on hit. They are typically found in &#039;&#039;&#039;Modern&#039;&#039;&#039; settings, though more primitive forms can be found in Fantasy settings as well.&lt;br /&gt;
&lt;br /&gt;
==Weapon Design==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Property&#039;&#039;&#039; || &#039;&#039;&#039;Description&#039;&#039;&#039; || &#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Name&#039;&#039;&#039; || Weapon Name, generic type given unless it is special or sentimental in some way. || Handgun, Shotgun, Revolver, &amp;quot;Marie&amp;quot; (Rifle)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Load/Handedness&#039;&#039;&#039; || One-handed Firearms typically weigh &#039;&#039;&#039;1 load&#039;&#039;&#039;,&amp;lt;br&amp;gt;two-handed tend to be &#039;&#039;&#039;2 load&#039;&#039;&#039; or higher. || One-hand (1L), Two-handed (2L)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Range Increment&#039;&#039;&#039; || Following Range rules, one increment is given for Close and the rest is assumed to be multiples of this value. || 60ft (120ft, 180ft).&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Base Damage and Bonus Die&#039;&#039;&#039; || Amount of guaranteed damage and the Bonus die for additional effects, also includes damage type. || 12 + d6 piercing,&amp;lt;br&amp;gt;16 + d8 piercing.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Trigger Limit&#039;&#039;&#039; || Number of times a Firearm can be fired in one [[Action frame]]. Assuming they have ammo to fire. || 1, 2, 3, Auto 3&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Max Ammo and Type&#039;&#039;&#039; || Specifies which ammunition is required to fire the weapon, and how much can be loaded at a time. || 12+1 9mm Parabellum Rounds, 6 Magnum Rounds, 1 Rifle Round.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rapid Fire / Trigger Limit==&lt;br /&gt;
 Firearms can be fired a number of times in a single Action-Frame up to their &#039;&#039;&#039;Trigger Limit&#039;&#039;&#039;, which serves as the maximum Fire rate for the weapon. The [[appendage]] (hand) pulling the trigger is assumed to be in use as long as the action is resolving the &#039;&#039;&#039;recoil&#039;&#039;&#039; of the Firearm.&lt;br /&gt;
 &lt;br /&gt;
 Normally, the first shot fired in a frame will be at no penalty (Advantage if Proficient, Normal versus an aware opponent). Every shot fired after, but before the next frame will cause the shooter to &#039;&#039;&#039;lose Advantage&#039;&#039;&#039; and then &#039;&#039;&#039;suffer Disadvantage&#039;&#039;&#039; on their subsequent [[attack roll]]s. Some equipment, upgrades and abilities may mitigate this in some way.&lt;br /&gt;
 &lt;br /&gt;
 Because Fire rate is limited by the Trigger limit, Firearms with a limit of 1 can&#039;t be fired more than once per frame. Firearms with a Trigger Limit of &#039;&#039;&#039;Auto X&#039;&#039;&#039; can be fired their maximum amount of times and only lose advantage (instead of Disadvantage) for all subsequent shots.&lt;br /&gt;
 &lt;br /&gt;
 If the shooter is already at Disadvantage when firing their next shot, they suffer a -4 penalty ToHit on their Attack Rolls.&lt;br /&gt;
&lt;br /&gt;
==Unload / Reload==&lt;br /&gt;
 The advantage of Firearms is that the ammunition needs less frequent loading than primitive forms of ranged weapon. The means to replenish missing ammo is a more complicated process.&lt;br /&gt;
 &lt;br /&gt;
 All Firearm users have the Action-Activity of &#039;&#039;&#039;Unload&#039;&#039;&#039; when their Firearm has ammunition inside, or an empty clip/magazine. A Firearm that is not loaded gives the activity &#039;&#039;&#039;Reload&#039;&#039;&#039;, which inserts new ammunition into the Firearm and primes it ready to fire. Unload and Reload take an Action-Frame each to resolve.&lt;br /&gt;
 &lt;br /&gt;
 It is recommended to make each a Quickened action by using the Metaphor Component &#039;&#039;&#039;Optimise&#039;&#039;&#039;. Since Unload and Reload are part of the same action, both will be affected at the same time. Doing so allows one to unload and reload a weapon in a single frame, saving time.&lt;br /&gt;
&lt;br /&gt;
==Parts and Attachments==&lt;br /&gt;
 Firearms, particularly modern ones, are designed to allow a range of attachments and part upgrades to make them function better. The attachments and components work similarly to how &#039;&#039;&#039;Metaphor Components&#039;&#039;&#039; enhance a Metaphor, they add to or modify how a Firearm works in the effort to make it more powerful.&lt;br /&gt;
 &lt;br /&gt;
 On a character sheet, one can write the information and benefits of a Firearm attachment in lines below the Weapon itself in the Inventory. Parts and Attachments must be fitted and remain fitted to the Firearm to keep their benefits.&lt;br /&gt;
&lt;br /&gt;
==Firearms as a Melee Weapon==&lt;br /&gt;
 Though they are not designed to be used as a Melee or Thrown weapon. If a character decides this to be a course of action, a one-handed weapon typically deals 4 + d4 blunt damage when striking or throwing at a target, two-handed weapons deal 6 + d6 blunt.&lt;br /&gt;
 &lt;br /&gt;
 Striking or Throwing Firearms may cause damage to the weapon, and a damaged Firearm may not fire or become unpredictable or dangerous. There is possibility of a Firearm &#039;&#039;&#039;discharging&#039;&#039;&#039; upon striking a surface. Firearms with a &#039;butt&#039; can be safer ways to strike, but ideally one would want to obtain a &#039;&#039;&#039;Metaphor Expertise&#039;&#039;&#039; in the weapon type used to strike, or striking with Firearms in general to avoid dangers present in this activity.&lt;br /&gt;
&lt;br /&gt;
==One in the Chamber==&lt;br /&gt;
 Due to the way that Firearms loads ammunition to fire, and the internal compartment that hold them, it is possible to have a single round available to fire even when the Firearm has been &#039;Unloaded&#039;, this is known as &#039;&#039;&#039;One in the Chamber&#039;&#039;&#039;. This can only occur when the Firearm has been fired at least &#039;&#039;&#039;once&#039;&#039;&#039; and has been reloaded before expending all its previous ammo. Not all Firearms benefit from this mechanic.&lt;br /&gt;
 &lt;br /&gt;
 This is why the Max ammo for most firearms will have a &#039;&#039;&#039;+1&#039;&#039;&#039; next to their amount. The base amount is what fits in their clip or magazine, the one round is what is loaded after the Firearm has been fired at least once without expending all ammo.&lt;br /&gt;
 &lt;br /&gt;
 Assume Firearms &#039;&#039;&#039;without&#039;&#039;&#039; this +1 notation to be incapable of using One in the Chamber.&lt;br /&gt;
&lt;br /&gt;
==Bullet Penetration==&lt;br /&gt;
 Firearms are considered to be high-powered, firing high-velocity projectiles that pierce most creatures and objects, even ones with armour. Unless the form of protection is particularly thick or specifically bullet resistant, inadequate armour &#039;&#039;&#039;can&#039;t&#039;&#039;&#039; protect against a Firearm projectile. The defender&#039;s Deflection is ignored and only &#039;&#039;&#039;Evasion&#039;&#039;&#039; counts to mitigate damage and effects.&lt;br /&gt;
 &lt;br /&gt;
 Furthermore, some Firearms are capable of being &#039;&#039;&#039;Armour-Piercing&#039;&#039;&#039;, which allows them to deal damage through bullet resistance (up to the damage reduced by such resistances). Even with this said, substantial &#039;&#039;&#039;cover&#039;&#039;&#039; and thick surfaces will still stop bullets and surfaces that block bullets will do so without excessive damage to itself.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
[[Category:Mechanics]] [[Category:Metaphors]]&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Character_Creation&amp;diff=547</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Character_Creation&amp;diff=547"/>
		<updated>2026-03-20T15:37:00Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: finished update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
 When you have decided on what kind of character you would like to create. You can record all your character stats and information to the character sheet provided: [https://docs.google.com/spreadsheets/d/1LW2_xME7MItWH1jfz711WY0tKHBHugYz3ftupmVjNGQ/edit?usp=sharing Metaforce Character Sheet (Template)]&lt;br /&gt;
 &lt;br /&gt;
 This Google-Sheets version of the Character Sheet can auto-calculate various stats based on the Attributes, Level and starting parameters given.&lt;br /&gt;
&lt;br /&gt;
==Default Values==&lt;br /&gt;
 As a Game Master, you can set up characters however you like for your game setting. This is a list of defaults if you are unsure:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter !! Recommended Value !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Base HP || 6 || Starting amount of Hit Points for a Medium character. Often matches HPLV.&lt;br /&gt;
|-&lt;br /&gt;
| HPLV || 6 || Extra Hit Points given for each Level and Body point. Affected by [[Race]] or Arc Features.&lt;br /&gt;
|-&lt;br /&gt;
| Base MP || 12 || Starting amount of [[Meta Point]]s.&lt;br /&gt;
|-&lt;br /&gt;
| MPLV || 3 || Extra Meta-points given for each level.&lt;br /&gt;
|-&lt;br /&gt;
| Base Body || 0 || Starting amount of Body Core value, may be affected by character creation options.&lt;br /&gt;
|-&lt;br /&gt;
| Base Reflex || 0 || Starting amount of Reflex Core value, may be affected by character creation options.&lt;br /&gt;
|-&lt;br /&gt;
| Base Mind || 0 || Starting amount of Mind Core value, may be affected by character creation options.&lt;br /&gt;
|-&lt;br /&gt;
| Base Speed || 15 || Movement speed in feet for a character. Based on a Medium creature.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attribute Setup==&lt;br /&gt;
 To create a character foundation you start with their Attribute Points. Depending on your game settings, some of these steps may be changed or skipped. This is a breakdown of the typical Attribute setup.&lt;br /&gt;
&lt;br /&gt;
===Step 1: Racial-Adjustments===&lt;br /&gt;
 A character&#039;s species and/or genetic base can affect physiological and cultural adjustments to Attribute scores. Because each species can vary, this step is very dependant on what is written on the [[Race|Racial]] information of each species. If the character is a &#039;&#039;&#039;custom species&#039;&#039;&#039;, some values need to be improvised.&lt;br /&gt;
 &lt;br /&gt;
 If the game or character doesn’t support/use racial adjustments, or the race is &amp;lt;abbr title=&amp;quot;Instead of pre-determined attributes, they get to pick twice in the next step&amp;quot;&amp;gt;Versatile&amp;lt;/abbr&amp;gt; this step can be &#039;&#039;&#039;skipped&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Step 2: Pick a Core Value===&lt;br /&gt;
 Ask the player:&lt;br /&gt;
 &#039;&#039;&#039;&amp;quot;Which of the [[Core Value]]s&#039;&#039;&#039; do you want your character to &#039;&#039;&#039;specialise&#039;&#039;&#039; in?&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;Body&#039;&#039;&#039;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&#039;&#039;&#039;Reflex&#039;&#039;&#039;&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;&#039;&#039;&#039;Mind&#039;&#039;&#039;&amp;lt;/code&amp;gt;?&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 The player&#039;s choice will determine their &#039;&#039;&#039;starting Attribute point&#039;&#039;&#039; allocations, this &#039;&#039;&#039;stacks&#039;&#039;&#039; with points gained from the character&#039;s race/species. The character always gains +1 to their primary core Attributes. They then get &#039;&#039;&#039;two&#039;&#039;&#039; Attribute points to distribute to any Attributes affected by the Core value.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=99 | Core Value Allocations are as follows:&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Core Value&#039;&#039;&#039; || &#039;&#039;&#039;Primary Attributes&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Automatic +1s)&amp;lt;/small&amp;gt; || &#039;&#039;&#039;All affected Attributes&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Two +1s to any Attributes shown)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Body || Strength &amp;amp; Endurance || Strength, Endurance, Agility, and/or Charisma&lt;br /&gt;
|-&lt;br /&gt;
| Reflex || Agility &amp;amp; Perception || Strength, Agility, Perception, and/or Intellect&lt;br /&gt;
|-&lt;br /&gt;
| Mind || Intellect &amp;amp; Charisma || Endurance, Perception, Intellect, and/or Charisma.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
 If the character&#039;s race is &#039;&#039;&#039;Versatile&#039;&#039;&#039;, or if it is allowed. The player can choose &#039;&#039;&#039;two&#039;&#039;&#039; Core Values and apply the Attribute increases one after the other.&lt;br /&gt;
 &lt;br /&gt;
 During each Core Value choice, the character gains &#039;&#039;&#039;Proficiency&#039;&#039;&#039; in the Primary Core Attributes. So picking Body gives Proficiency in Strength and Endurance. If Proficiency in an Attribute stacks up to &#039;&#039;&#039;two&#039;&#039;&#039; times, it upgrades into a &#039;&#039;&#039;Expertise&#039;&#039;&#039; instead.&lt;br /&gt;
&lt;br /&gt;
===Step 3: Level up to First Level===&lt;br /&gt;
 Just like with any level up, the character gains an Attribute point they can assign to any Attribute, even if it raises it higher than their level.&lt;br /&gt;
 &lt;br /&gt;
 Then the character gains an additional Attribute point (limited to level) and a [[Training Point]]. If the character acquires anything at 1st level, they gain it now. Attribute allocation is complete.&lt;br /&gt;
&lt;br /&gt;
==Starting Metaphor Arrays==&lt;br /&gt;
 &#039;&#039;&#039;Primary Metaphors&#039;&#039;&#039;&lt;br /&gt;
 Normally, each character starts with a &#039;&#039;&#039;+4 and +3 [[Metaphor]]&#039;&#039;&#039;, meaning one can create a Metaphor with a +4 Rank, and another Metaphor at +3 Rank. In addition, these Metaphors also start with a number of Metaphor components equal to their rank, or combine ranks to singular components.&lt;br /&gt;
  &lt;br /&gt;
 &#039;&#039;&amp;lt;small&amp;gt;&amp;quot;A character decides they want their +4 Metaphor to have two Components at +2 instead of having four at +1. This is allowed because they combined Component ranks together to enhance one of their remaining choices.&amp;quot;&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Secondary Metaphors&#039;&#039;&#039;&lt;br /&gt;
 An additional array of &#039;&#039;&#039;+2, +2, +2, +1&#039;&#039;&#039; is given to players to fill out their other skills and abilities. These denote the ranks of each Metaphor and like before, they start with a number of Metaphor Component ranks of &#039;&#039;&#039;equal value&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
 Players may choose a different array with more potent Metaphor values in exchange for variety. Other arrays they can choose include:&lt;br /&gt;
 • (&#039;&#039;&#039;+3, +2, +1&#039;&#039;&#039;) for a more &#039;&#039;&#039;rounded&#039;&#039;&#039; distribution of Metaphors, or&lt;br /&gt;
 • (&#039;&#039;&#039;+4&#039;&#039;&#039;) for &#039;&#039;&#039;master of one&#039;&#039;&#039; style of gameplay.&lt;br /&gt;
&lt;br /&gt;
==Calculating Derived Stats==&lt;br /&gt;
 After figuring out a character&#039;s Attributes, several stats can be calculated. These are &#039;&#039;&#039;[[Hit Point]]s (HP)&#039;&#039;&#039;, &#039;&#039;&#039;[[Meta Point|Meta-points]] (MP)&#039;&#039;&#039;, and the defense stats &#039;&#039;&#039;[[Deflection]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Evasion]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;HP and MP&#039;&#039;&#039;&lt;br /&gt;
 A character&#039;s &#039;&#039;&#039;Max HP&#039;&#039;&#039; is calculated by adding &#039;&#039;&#039;base HP&#039;&#039;&#039; to the sum of&lt;br /&gt;
 &#039;&#039;&#039;HPLV * (Level + Body)&#039;&#039;&#039;.&lt;br /&gt;
 If the character&#039;s [[Size]] is greater than 1, then multiply their HP and Max HP by their Size-Rating.&lt;br /&gt;
 &lt;br /&gt;
 A character&#039;s &#039;&#039;&#039;Max MP&#039;&#039;&#039; is calculated by adding their &#039;&#039;&#039;base MP&#039;&#039;&#039; to the sum of&lt;br /&gt;
 &#039;&#039;&#039;MPLV * Level&#039;&#039;&#039;.&lt;br /&gt;
 No core value directly affects Max MP, but you can spend &#039;&#039;&#039;experience&#039;&#039;&#039; to increase it by one and fully restore missing MP in the process (if allowed by the [[Game Master|GM]]).&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Deflection and Evasion&#039;&#039;&#039;&lt;br /&gt;
 A character&#039;s &#039;&#039;&#039;Evasion&#039;&#039;&#039; is simply their &#039;&#039;&#039;Reflex&#039;&#039;&#039; core value.&lt;br /&gt;
 A character&#039;s &#039;&#039;&#039;Deflection&#039;&#039;&#039; is simply their &#039;&#039;&#039;Body&#039;&#039;&#039; core value.&lt;br /&gt;
 &lt;br /&gt;
 Although regardless of a character&#039;s slowness, Evasion can never be &#039;&#039;&#039;less than 6&#039;&#039;&#039;, as 6 is considered the necessary accuracy to hit anything that can defend itself. Immobilised or Incapacitated creatures will have an Evasion of 0.&lt;br /&gt;
  &lt;br /&gt;
 Deflection can never be &#039;&#039;&#039;less&#039;&#039;&#039; than their Evasion, and if a character&#039;s Deflection is &#039;&#039;&#039;more than 10&#039;&#039;&#039; points higher than its Evasion, their Evasion becomes &#039;&#039;&#039;Deflection - 10&#039;&#039;&#039;. Some protective equipment and armours can decrease this value to raise Evasion sooner and higher. &lt;br /&gt;
&lt;br /&gt;
==Post-Creation==&lt;br /&gt;
 After a character has been created at level one and their Traits, Attributes, and Metaphors are completed, the character should now be in a playable state. Shown below are some progression systems you should be aware of as your character gains [[Experience]] and eventually gains new character [[Level]]s.&lt;br /&gt;
&lt;br /&gt;
===Character Arcs===&lt;br /&gt;
 Characters may have multiple progression tracks known as [[Arc]]s. They can be progressed by [[Level|levelling up]], or by meeting certain conditions or goals. These can be compared to mechanics such as Character Classes, or unlocks for one&#039;s species and/or role.&lt;br /&gt;
&lt;br /&gt;
===Character Levels===&lt;br /&gt;
 Characters gain [[Level|levels]] by spending [[Experience]], which turns into &#039;&#039;&#039;Level Points&#039;&#039;&#039;. Having enough Level points allows the character to go through the Level-up process. Levels can only be gained &#039;&#039;&#039;incrementally&#039;&#039;&#039;, so a level 1 character must ascend to &#039;&#039;&#039;level 2&#039;&#039;&#039; before they can ascend to level 3.&lt;br /&gt;
&lt;br /&gt;
===Gaining Max HP and MP===&lt;br /&gt;
 Raising a character&#039;s level will increase their &#039;&#039;&#039;Maximum HP and MP&#039;&#039;&#039;, the amount is determined by the character&#039;s HPLV and MPLV parameters. HP is affected by the Body Core Value as well, so Max HP may raise twice during a level-up. Max MP only increases through level-up and/or spending experience directly to increase it.&lt;br /&gt;
&lt;br /&gt;
===Training Points===&lt;br /&gt;
 A character gains a &#039;&#039;&#039;Training Point (TP)&#039;&#039;&#039; at creation and another one for every &#039;&#039;&#039;Level-up&#039;&#039;&#039;, these can be used in conjunction with Experience points sometimes to improve characters further. Spending experience on these improvements does give Level-Points that count towards a character&#039;s next level.&lt;br /&gt;
 &lt;br /&gt;
 The following options use TP and XP:&lt;br /&gt;
 ♦ &#039;&#039;&#039;Increase Attribute&#039;&#039;&#039;: For One Training-Point, plus some experience, you can improve a character&#039;s &#039;&#039;&#039;Attribute score by 1&#039;&#039;&#039;, though no Attribute can be higher than the character&#039;s &#039;&#039;&#039;level&#039;&#039;&#039; when improved this way. Experience cost is treated as if they were improving a Metaphor rank.&lt;br /&gt;
 &lt;br /&gt;
 ♦ &#039;&#039;&#039;Learn Metaphor&#039;&#039;&#039;: A character can immediately gain a &#039;&#039;&#039;Rank&#039;&#039;&#039; in a new Metaphor for any skill, power or ability they could realistically obtain. The cost is one Training Point, plus experience points equal to the the &#039;&#039;&#039;number of Metaphors obtained this way&#039;&#039;&#039; plus one.&lt;br /&gt;
 &lt;br /&gt;
 The created Metaphor starts at +1 Rank with a +1 Metaphor component installed for free. If at least 6 XP was spent on this new Metaphor, it starts as a +2 Rank Metaphor with up to 2 Ranks of Metaphor components instead. And if at least 12 XP was spent, it starts with +3 Rank and 3 ranks of Metaphor components instead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;XP Spent&#039;&#039;&#039; || &#039;&#039;&#039;Metaphor Rank&#039;&#039;&#039; || &#039;&#039;&#039;Component Rank count&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || +1 || 1 Rank&lt;br /&gt;
|-&lt;br /&gt;
| 6 || +2 || 2 Ranks&lt;br /&gt;
|-&lt;br /&gt;
| 12 || +3 || 3 Ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alternate Progression===&lt;br /&gt;
 [[Metaphor]]s and [[Attribute]]s can be created and improved in the ways described above. But these aspects can also be granted and improved more naturally by doing various tasks and roleplay in game. Examples like practising and training during their downtime, being trained by someone who knows the skill/ability, or reading training materials like books.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Training Checks&#039;&#039;&#039;&lt;br /&gt;
 First the character must decide what they want to train up. Their Attributes or their Metaphor Ranks. For entirely new skills and abilities (Metaphors), the target-number is normally &#039;&#039;&#039;10&#039;&#039;&#039;. The character can roll&lt;br /&gt;
 &#039;&#039;&#039;d12 + Appropriate Attribute modifier&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 If they manage to meet or beat the TN in a single check, they will gain a +1 Rank Metaphor of that skill or ability. Each attempt is an in-game day dedicated to learning this new skill.&lt;br /&gt;
 &lt;br /&gt;
 The Appropriate Attribute modifier is usually the Attribute that new skill/ability &#039;&#039;&#039;uses&#039;&#039;&#039; in its own checks. a Metaphor that is affected by Perception uses Perception to learn and improve.&lt;br /&gt;
&lt;br /&gt;
 For existing stats like Attributes and Metaphors they already know. The Target number to increase their rank is&lt;br /&gt;
 &#039;&#039;&#039;10 * (Rank + 1)&#039;&#039;&#039;&lt;br /&gt;
 &amp;lt;small&amp;gt;Where the Rank is the character&#039;s current Attribute value or Metaphor rank.&amp;lt;/small&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 Improving existing Attributes or Metaphors this way are made as &#039;&#039;&#039;Progress checks&#039;&#039;&#039; over the course of multiple in-game days. Except the roll uses the formula:&lt;br /&gt;
 &#039;&#039;&#039;d12 + Attribute + Rank (+ Progress)&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 If the roll result fails to reach the target number, then half the result is saved and added to their &#039;&#039;&#039;Progress bonus&#039;&#039;&#039;. Add the character&#039;s Progress bonus to future rolls until they succeed. When a character succeeds in this way, they gain &#039;&#039;&#039;Level Points&#039;&#039;&#039; equal to the amount of experience needed to attain this rank otherwise.&lt;br /&gt;
 &lt;br /&gt;
 Training Metaphors allows an attempt every day, however trying to raise a Metaphor rank to a value higher than the character&#039;s &#039;&#039;&#039;level&#039;&#039;&#039; will extend the attempt cooldown to &#039;&#039;&#039;once per week&#039;&#039;&#039; instead (or 5 days minimum depending on in-game calendars). Characters can train Metaphor Components as well as Metaphor ranks.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Improving Attributes&#039;&#039;&#039;&lt;br /&gt;
 When permitted by the GM, characters can also naturally train to raise their Attributes to new heights. It follows the same rules as Metaphors except the &#039;Rank&#039; is the character&#039;s current Attribute + 1. There is an additional cost of &#039;&#039;&#039;One Training Point&#039;&#039;&#039; needed to start Attribute training, and the Attribute chosen can&#039;t be raised higher than the character&#039;s own &#039;&#039;&#039;level&#039;&#039;&#039;. &lt;br /&gt;
 &lt;br /&gt;
 The Target number for gaining an Attribute is:&lt;br /&gt;
 &#039;&#039;&#039;25 * (Attribute Rank + 1)&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 And the roll for these checks are:&lt;br /&gt;
 &#039;&#039;&#039;d12 + Attribute (+ Progress)&lt;br /&gt;
 &lt;br /&gt;
 Half of a failed roll is saved as a Progress Bonus and added to future attempts, it resets when the character succeeds. The character gains Level Points equal to the amount of experienced normally required to increase this Attribute otherwise upon success.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Character_Creation&amp;diff=546</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Character_Creation&amp;diff=546"/>
		<updated>2026-03-20T03:09:35Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: incomplete draft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
 When you have decided on what kind of character you would like to create. You can record all your character stats and information to the character sheet provided: [https://docs.google.com/spreadsheets/d/1LW2_xME7MItWH1jfz711WY0tKHBHugYz3ftupmVjNGQ/edit?usp=sharing Metaforce Character Sheet (Template)]&lt;br /&gt;
 &lt;br /&gt;
 This Google-Sheets version of the Character Sheet can auto-calculate various stats based on the Attributes, Level and starting parameters given.&lt;br /&gt;
&lt;br /&gt;
==Default Values==&lt;br /&gt;
 As a Game Master, you can set up characters however you like for your game setting. This is a list of defaults if you are unsure:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter !! Recommended Value !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Base HP || 6 || Starting amount of Hit Points for a Medium character. Often matches HPLV.&lt;br /&gt;
|-&lt;br /&gt;
| HPLV || 6 || Extra Hit Points given for each Level and Body point. Affected by [[Race]] or Arc Features.&lt;br /&gt;
|-&lt;br /&gt;
| Base MP || 12 || Starting amount of [[Meta Point]]s.&lt;br /&gt;
|-&lt;br /&gt;
| MPLV || 3 || Extra Meta-points given for each level.&lt;br /&gt;
|-&lt;br /&gt;
| Base Body || 0 || Starting amount of Body Core value, may be affected by character creation options.&lt;br /&gt;
|-&lt;br /&gt;
| Base Reflex || 0 || Starting amount of Reflex Core value, may be affected by character creation options.&lt;br /&gt;
|-&lt;br /&gt;
| Base Mind || 0 || Starting amount of Mind Core value, may be affected by character creation options.&lt;br /&gt;
|-&lt;br /&gt;
| Base Speed || 15 || Movement speed in feet for a character. Based on a Medium creature.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attribute Setup==&lt;br /&gt;
 To create a character foundation you start with their Attribute Points. Depending on your game settings, some of these steps may be changed or skipped. This is a breakdown of the typical Attribute setup.&lt;br /&gt;
&lt;br /&gt;
===Step 1: Racial-Adjustments===&lt;br /&gt;
 A character&#039;s species and/or genetic base can serve physiological and cultural adjustments to Attribute scores. Because each species can vary, this step is very dependant on what is written on the [[Race|Racial]] information of each species.&lt;br /&gt;
 &lt;br /&gt;
 Other attribute-based bonuses and features will be present, but the most relevant one here are the &#039;&#039;&#039;Attribute Points&#039;&#039;&#039; given. +1s and +2s are common with species who are naturally keen in these areas. &#039;&#039;&#039;Negative scores&#039;&#039;&#039; are also possible.&lt;br /&gt;
 &lt;br /&gt;
 If the game or character doesn’t support/use racial adjustments, this step can be &#039;&#039;&#039;skipped&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Step 2: Pick a Core Value===&lt;br /&gt;
 Ask the player:&lt;br /&gt;
 &#039;&#039;&#039;&amp;quot;Which of the [[Core Value]]s&#039;&#039;&#039; do you want your character to &#039;&#039;&#039;specialise&#039;&#039;&#039; in?&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;Body&#039;&#039;&#039;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&#039;&#039;&#039;Reflex&#039;&#039;&#039;&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;&#039;&#039;&#039;Mind&#039;&#039;&#039;&amp;lt;/code&amp;gt;?&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 The player&#039;s choice will determine their &#039;&#039;&#039;starting Attribute point&#039;&#039;&#039; allocations, this &#039;&#039;&#039;stacks&#039;&#039;&#039; with points gained from the character&#039;s race/species. The character always gains +1 to their primary core Attributes. They then get &#039;&#039;&#039;three&#039;&#039;&#039; Attribute points to distribute to any Attributes affected by the Core value.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=99 | Core Value Allocations are as follows:&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Core Value&#039;&#039;&#039; || &#039;&#039;&#039;Primary Attributes&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Mandatory +1s)&amp;lt;/small&amp;gt; || &#039;&#039;&#039;All affected Attributes&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Three +1s to any Attributes shown)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Body || Strength &amp;amp; Endurance || Strength, Endurance, Agility, and/or Charisma&lt;br /&gt;
|-&lt;br /&gt;
| Reflex || Agility &amp;amp; Perception || Strength, Agility, Perception, and/or Intellect&lt;br /&gt;
|-&lt;br /&gt;
| Mind || Intellect &amp;amp; Charisma || Endurance, Perception, Intellect, and/or Charisma.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
 If the character or scenario &#039;&#039;&#039;doesn&#039;t use&#039;&#039;&#039; or support racial adjustments, then choose two Core values and add them together.&lt;br /&gt;
&lt;br /&gt;
===Step 3: Level up to First Level===&lt;br /&gt;
 Just like with any level up, the character gains an Attribute point they can assign to any Attribute, even if it raises it higher than their level. Then the character gains an additional Attribute point (limited to level) or a [[Training Point]]. If the character acquires anything at 1st level, they gain it now.&lt;br /&gt;
&lt;br /&gt;
==Starting Metaphor Arrays==&lt;br /&gt;
 &#039;&#039;&#039;Primary Metaphors&#039;&#039;&#039;&lt;br /&gt;
 Normally, each character starts with a &#039;&#039;&#039;+4 and +3 [[Metaphor]]&#039;&#039;&#039;, meaning one can create a Metaphor with a +4 Rank, and another Metaphor at +3 Rank. In addition, these Metaphors also start with a number of Metaphor components equal to their rank, or combine ranks to singular components.&lt;br /&gt;
  &lt;br /&gt;
 &#039;&#039;&amp;lt;small&amp;gt;&amp;quot;A character decides they want their +4 Metaphor to have two Components at +2 instead of having four at +1. This is allowed because they combined Component ranks together to enhance one of their remaining choices.&amp;quot;&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Secondary Metaphors&#039;&#039;&#039;&lt;br /&gt;
 An additional array of &#039;&#039;&#039;+2, +2, +2, +1&#039;&#039;&#039; is given to players to fill out their other skills and abilities. These denote the ranks of each Metaphor and like before, they start with a number of Metaphor Component ranks of &#039;&#039;&#039;equal value&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
 Players may choose a different array with more potent Metaphor values in exchange for variety. Other arrays they can choose include:&lt;br /&gt;
 • (&#039;&#039;&#039;+3, +2, +1&#039;&#039;&#039;) for a more &#039;&#039;&#039;rounded&#039;&#039;&#039; distribution of Metaphors, or&lt;br /&gt;
 • (&#039;&#039;&#039;+4&#039;&#039;&#039;) for &#039;&#039;&#039;master of one&#039;&#039;&#039; style of gameplay.&lt;br /&gt;
&lt;br /&gt;
==Calculating Derived Stats==&lt;br /&gt;
 After figuring out a character&#039;s Attributes, several stats can be calculated. These are &#039;&#039;&#039;[[Hit Point]]s (HP)&#039;&#039;&#039;, &#039;&#039;&#039;[[Meta Point|Meta-points]] (MP)&#039;&#039;&#039;, and the defense stats &#039;&#039;&#039;[[Deflection]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Evasion]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;HP and MP&#039;&#039;&#039;&lt;br /&gt;
 A character&#039;s &#039;&#039;&#039;Max HP&#039;&#039;&#039; is calculated by adding &#039;&#039;&#039;base HP&#039;&#039;&#039; to the sum of&lt;br /&gt;
 &#039;&#039;&#039;HPLV * (Level + Body)&#039;&#039;&#039;.&lt;br /&gt;
 If the character&#039;s [[Size]] is greater than 1, then multiply their HP and Max HP by their Size-Rating.&lt;br /&gt;
 &lt;br /&gt;
 A character&#039;s &#039;&#039;&#039;Max MP&#039;&#039;&#039; is calculated by adding their &#039;&#039;&#039;base MP&#039;&#039;&#039; to the sum of&lt;br /&gt;
 &#039;&#039;&#039;MPLV * Level&#039;&#039;&#039;.&lt;br /&gt;
 No core value directly affects Max MP, but you can spend &#039;&#039;&#039;experience&#039;&#039;&#039; to increase it by one and fully restore missing MP in the process (if allowed by the [[Game Master|GM]]).&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Deflection and Evasion&#039;&#039;&#039;&lt;br /&gt;
 A character&#039;s &#039;&#039;&#039;Evasion&#039;&#039;&#039; is simply their &#039;&#039;&#039;Reflex&#039;&#039;&#039; core value.&lt;br /&gt;
 A character&#039;s &#039;&#039;&#039;Deflection&#039;&#039;&#039; is simply their &#039;&#039;&#039;Body&#039;&#039;&#039; core value.&lt;br /&gt;
 &lt;br /&gt;
 Although regardless of a character&#039;s slowness, Evasion can never be &#039;&#039;&#039;less than 6&#039;&#039;&#039;, as 6 is considered the necessary accuracy to hit anything that can defend itself. Immobilised or Incapacitated creatures will have an Evasion of 0.&lt;br /&gt;
  &lt;br /&gt;
 Deflection can never be &#039;&#039;&#039;less&#039;&#039;&#039; than their Evasion, and if a character&#039;s Deflection is &#039;&#039;&#039;more than 10&#039;&#039;&#039; points higher than its Evasion, their Evasion becomes &#039;&#039;&#039;Deflection - 10&#039;&#039;&#039;. Some protective equipment and armours can decrease this value to raise Evasion sooner and higher. &lt;br /&gt;
&lt;br /&gt;
==Post-Creation==&lt;br /&gt;
 After a character has been created at level one and their Traits, Attributes, and Metaphors are completed, the character should now be in a playable state. Shown below are some progression systems you should be aware of as your character gains [[Experience]] and eventually gains new character [[Level]]s.&lt;br /&gt;
&lt;br /&gt;
===Character Arcs===&lt;br /&gt;
 Characters may have multiple progression tracks known as [[Arc]]s. They can be progressed by [[Level|levelling up]], or by meeting certain conditions or goals. These can be compared to mechanics such as Character Classes, or unlocks for one&#039;s species and/or role.&lt;br /&gt;
&lt;br /&gt;
===Character Levels===&lt;br /&gt;
 Characters gain [[Level|levels]] by spending [[Experience]], which turns into &#039;&#039;&#039;Level Points&#039;&#039;&#039;. Having enough Level points allows the character to go through the Level-up process. Levels can only be gained &#039;&#039;&#039;incrementally&#039;&#039;&#039;, so a level 1 character must ascend to &#039;&#039;&#039;level 2&#039;&#039;&#039; before they can ascend to level 3.&lt;br /&gt;
&lt;br /&gt;
===Gaining Max HP and MP===&lt;br /&gt;
 Raising a character&#039;s level will increase their &#039;&#039;&#039;Maximum HP and MP&#039;&#039;&#039;, the amount is determined by the character&#039;s HPLV and MPLV parameters. HP is affected by the Body Core Value as well, so Max HP may raise twice during a level-up. Max MP only increases through level-up and/or spending experience directly to increase it.&lt;br /&gt;
&lt;br /&gt;
===Training Points===&lt;br /&gt;
 A character gains a &#039;&#039;&#039;Training Point (TP)&#039;&#039;&#039; at creation and another one for every &#039;&#039;&#039;Level-up&#039;&#039;&#039;, these can be used in conjunction with Experience points sometimes to improve characters further. Spending experience on these improvements does give Level-Points that count towards a character&#039;s next level.&lt;br /&gt;
 &lt;br /&gt;
 The following options use TP and XP:&lt;br /&gt;
 ♦ &#039;&#039;&#039;Increase Attribute&#039;&#039;&#039;: For One Training-Point, plus some experience, you can improve a character&#039;s &#039;&#039;&#039;Attribute score by 1&#039;&#039;&#039;, though no Attribute can be higher than the character&#039;s &#039;&#039;&#039;level&#039;&#039;&#039; when improved this way. Experience cost is treated as if they were improving a Metaphor rank.&lt;br /&gt;
 &lt;br /&gt;
 ♦ &#039;&#039;&#039;Learn Metaphor&#039;&#039;&#039;: A character can immediately gain a &#039;&#039;&#039;Rank&#039;&#039;&#039; in a new Metaphor for any skill, power or ability they could realistically obtain. The cost is one Training Point, plus experience points equal to the the &#039;&#039;&#039;number of Metaphors obtained this way&#039;&#039;&#039; plus one.&lt;br /&gt;
 &lt;br /&gt;
 The created Metaphor starts at +1 Rank with a +1 Metaphor component installed for free. If at least 6 XP was spent on this new Metaphor, it starts as a +2 Rank Metaphor with up to 2 Ranks of Metaphor components instead. And if at least 12 XP was spent, it starts with +3 Rank and 3 ranks of Metaphor components instead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;XP Spent&#039;&#039;&#039; || &#039;&#039;&#039;Metaphor Rank&#039;&#039;&#039; || &#039;&#039;&#039;Component Rank count&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || +1 || 1 Rank&lt;br /&gt;
|-&lt;br /&gt;
| 6 || +2 || 2 Ranks&lt;br /&gt;
|-&lt;br /&gt;
| 12 || +3 || 3 Ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alternate Progression===&lt;br /&gt;
 [[Metaphor]]s and [[Attribute]]s can be created and improved in the ways described above. But these aspects can also be granted and improved more naturally by doing various tasks and roleplay in game. Examples like practising and training during their downtime, being trained by someone who knows the skill/ability, or reading training materials like books.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Training Checks&#039;&#039;&#039;&lt;br /&gt;
 First the character must decide what they want to train up. Their Attributes or their Metaphor Ranks. For entirely new skills and abilities (Metaphors), the target-number is normally &#039;&#039;&#039;10&#039;&#039;&#039;. The character can roll&lt;br /&gt;
 &#039;&#039;&#039;d12 + Appropriate Attribute modifier&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 If they manage to meet or beat the TN in a single check, they will gain a +1 Rank Metaphor of that skill or ability. Each attempt is an in-game day dedicated to learning this new skill.&lt;br /&gt;
 &lt;br /&gt;
 The Appropriate Attribute modifier is usually the Attribute that new skill/ability &#039;&#039;&#039;uses&#039;&#039;&#039; in its own checks. a Metaphor that is affected by Perception uses Perception to learn and improve.&lt;br /&gt;
&lt;br /&gt;
 For existing stats like Attributes and Metaphors they already know. The Target number to increase their rank is&lt;br /&gt;
 &#039;&#039;&#039;10 * (Rank + 1)&#039;&#039;&#039;&lt;br /&gt;
 &amp;lt;small&amp;gt;Where the Rank is the character&#039;s current Attribute value or Metaphor rank.&amp;lt;/small&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 Improving existing Attributes or Metaphors this way are made as &#039;&#039;&#039;Progress checks&#039;&#039;&#039; over the course of multiple in-game days. Except the roll uses the formula:&lt;br /&gt;
 &#039;&#039;&#039;d12 + Attribute + Rank (+ Progress)&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 If the roll result fails to reach the target number, then half the result is saved and added to their &#039;&#039;&#039;Progress bonus&#039;&#039;&#039;. Add the character&#039;s Progress bonus to future rolls until they succeed. When a character succeeds in this way, they gain &#039;&#039;&#039;Level Points&#039;&#039;&#039; equal to the amount of experience needed to attain this rank otherwise.&lt;br /&gt;
 &lt;br /&gt;
 Training Metaphors allows an attempt every day, however trying to raise a Metaphor rank to a value higher than the character&#039;s &#039;&#039;&#039;level&#039;&#039;&#039; will extend the attempt cooldown to &#039;&#039;&#039;once per week&#039;&#039;&#039; instead (or 5 days minimum depending on in-game calendars). Characters can train Metaphor Components as well as Metaphor ranks.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Improving Attributes&#039;&#039;&#039;&lt;br /&gt;
 When permitted by the GM, characters can also naturally train to raise their Attributes to new heights. It follows the same rules as Metaphors except the &#039;Rank&#039; is the character&#039;s current Attribute + 1. There is an additional cost of &#039;&#039;&#039;One Training Point&#039;&#039;&#039; needed to start Attribute training, and the Attribute chosen can&#039;t be raised higher than the character&#039;s own &#039;&#039;&#039;level&#039;&#039;&#039;. &lt;br /&gt;
 &lt;br /&gt;
 The Target number for gaining an Attribute is:&lt;br /&gt;
 &#039;&#039;&#039;25 * (Attribute Rank + 1)&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 And the roll for these checks are:&lt;br /&gt;
 &#039;&#039;&#039;d12 + Attribute (+ Progress)&lt;br /&gt;
 &lt;br /&gt;
 Half of a failed roll is saved as a Progress Bonus and added to future attempts, it resets when the character succeeds. The character gains Level Points equal to the amount of experienced normally required to increase this Attribute otherwise upon success.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Save&amp;diff=545</id>
		<title>Save</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Save&amp;diff=545"/>
		<updated>2026-03-15T01:41:07Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: Updated Save logic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; A &#039;&#039;&#039;Save&#039;&#039;&#039; can occur when an attacker or trigger meets or beats their target&#039;s &#039;&#039;&#039;Status Defence&#039;&#039;&#039;. The target may have the opportunity to make a &#039;&#039;&#039;Saving Throw&#039;&#039;&#039; as a last-ditch effort to minimise the effects on an undesirable or deadly condition. Succeeding reduces the magnitude of the effect, getting a significantly high roll may may negate it entirely.&lt;br /&gt;
&lt;br /&gt;
==The Saving Throws==&lt;br /&gt;
 There are four types of saving throws: &#039;&#039;&#039;Body&#039;&#039;&#039;, &#039;&#039;&#039;Reflex&#039;&#039;&#039;, &#039;&#039;&#039;Mind&#039;&#039;&#039; and &#039;&#039;&#039;Luck&#039;&#039;&#039;. The first three correspond to &#039;&#039;&#039;Endurance&#039;&#039;&#039;, &#039;&#039;&#039;Agility&#039;&#039;&#039;, and &#039;&#039;&#039;Charisma&#039;&#039;&#039; respectively. The final Save is relative to the user&#039;s Level.&lt;br /&gt;
 &lt;br /&gt;
 A Luck save is the final roll a character can attempt to avoid an outcome that would permanently alter or end their character, success will prevent or mitigate the effects.&lt;br /&gt;
&lt;br /&gt;
==Save Trigger Requirements==&lt;br /&gt;
 A character can make a Saving Throw under the following conditions:&lt;br /&gt;
 &lt;br /&gt;
 ♦ The &#039;&#039;&#039;Game-Master asks&#039;&#039;&#039; a player to roll a Saving Throw for the character, for any reason.&lt;br /&gt;
 &lt;br /&gt;
 ♦ Character has &#039;&#039;&#039;Proficiency&#039;&#039;&#039; or &#039;&#039;&#039;Expertise&#039;&#039;&#039; in an Attribute or Status Defence that the Saving Throw allows. If it is Expertise, the roll is made at [[Advantage]].&lt;br /&gt;
 &lt;br /&gt;
 ♦ Character owns a &#039;&#039;&#039;Metaphor or Feature&#039;&#039;&#039; that lets them roll Saving Throws, following any proficiency rules as stated above.&lt;br /&gt;
 &lt;br /&gt;
 ♦ Player has access to a [[Meta Power]] to trigger Saving Throws, and may pay MP to do so.&lt;br /&gt;
&lt;br /&gt;
==The Saving Throw==&lt;br /&gt;
 The base TN for a Saving Throw is &#039;&#039;&#039;12&#039;&#039;&#039; minus the character&#039;s &#039;&#039;&#039;Attribute bonus&#039;&#039;&#039;. So a bonus of 2 means a TN of 10. Rolls the following formula, if they meet or exceed the TN, they Succeed on the Save, otherwise they fail:&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;[ Saving Throw Target Number = 12 - Attribute Bonus ]&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;[ Saving Throw = d12 + Attribute Bonus OR Attribute Die ]&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 If the character rolls 10 or more higher than the Save TN, it becomes a &#039;&#039;&#039;Miraculous Save&#039;&#039;&#039;, instead of reducing the status magnitude, the magnitude is &#039;&#039;&#039;reduced to 0&#039;&#039;&#039; and the character is &#039;&#039;&#039;unaffected&#039;&#039;&#039;. Rolling a 12 on this die still [[explode]]s as any regular d12 does.&lt;br /&gt;
 &lt;br /&gt;
 The Target number can&#039;t be lowered below &#039;&#039;&#039;4&#039;&#039;&#039;, no matter how high the character&#039;s level or attribute.&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;small&amp;gt;&#039;&#039;&amp;quot;The Rogue sneaks into the Archmage&#039;s chambers to steal an artifact. As they approach a box containing what they seek, they are subject to a Magnitude 30 Sleep status effect upon touching it. This exceeds their Mind Defence of 16 to the point they will get a Severe condition (Sleep for 24 hours). The Rogue has a Metaphor to allow them to roll Mind Saving Throws with Proficiency. So with their Charisma of 3, the Target number is reduced to 10 and they roll a d12 plus 3. If they meet or exceed the TN, they reduce the magnitude by half and only become Drowzy for the lesser form of the Sleep effect.&amp;quot;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=News&amp;diff=544</id>
		<title>News</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=News&amp;diff=544"/>
		<updated>2026-03-12T00:31:36Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:75em; align:center; margin:auto;&amp;quot;&amp;gt;&lt;br /&gt;
==Game/Wiki News Archive==&lt;br /&gt;
 Wiki News posts are copied and pasted from the [[Main Page]] when they become &#039;Old news&#039; to reduce clutter.&lt;br /&gt;
&lt;br /&gt;
==2026==&lt;br /&gt;
 &#039;&#039;&#039;9th February 2026&#039;&#039;&#039;&lt;br /&gt;
 In preparation of the 2026 Playtests, I&#039;ve updated the &#039;&#039;&#039;Character Sheet&#039;&#039;&#039; for the system, as well as a few progressions regarding [[Level]] ups. In order to keep a character&#039;s defensive stats relevant to increasing Skill and Magnitude increasing [[Metaphor]]s, level-ups give +1 Evasion (and Deflection), as well as increasing the character&#039;s Status Resist scores for their Core values. Metaphors like &#039;&#039;&#039;Fitness&#039;&#039;&#039; and &#039;&#039;&#039;Discipline-Will&#039;&#039;&#039; grant bonuses to &#039;&#039;&#039;Body and Mind cores&#039;&#039;&#039; respectively to help those who want to keep their special defenses high.&lt;br /&gt;
 &lt;br /&gt;
 Attribute Tiers have been properly &#039;&#039;&#039;depreciated&#039;&#039;&#039;, focus will mainly be on balancing the number stacks of Attributes, Metaphors and Metaphor Components. Characters who would otherwise be leagues more adept at an Attribute will now have proper &#039;&#039;&#039;Attribute property tags&#039;&#039;&#039; saying so. Attributes can be marked &#039;Proficient&#039; or &#039;Expertise&#039; to indicate universal Advantage states for species or individuals who get them.&lt;br /&gt;
 &lt;br /&gt;
 Other highlights include the introduction of &#039;&#039;&#039;Dashing&#039;&#039;&#039;: When your character spends no other actions other than movement, their speed for that [[Action Frame]] is increased by 2x. Now that [[Encounter]]s now only give characters &#039;&#039;&#039;2 Action Frames per turn&#039;&#039;&#039;, this roughly gives characters roughly the same movement speed options and action economy as they would in other popular games and systems.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Proficiency&#039;&#039;&#039; in a Attribute or Metaphor means a character rolls with Advantage when no other complication affects the difficulty of a check. But now &#039;&#039;&#039;Expertise&#039;&#039;&#039; has been formalised as &amp;quot;Treats the roll as being average or higher, rounded up&amp;quot;, meaning rolls with Expertise can transmute &#039;Roll 1&#039; disadvantages into the average of the die, which would be 6 for d12s.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;Feb 10th update&#039;&#039;&lt;br /&gt;
 I have added a Spells &amp;amp; Powers section below the main section of the [[Character Sheet]]. Now your character can have a distinct section to list things such as spells that wouldn&#039;t work very well under Metaphors or Arcs &amp;amp; Features. The Description box should wrap text around to ensure everything is visible. The Spells &amp;amp; Powers section is given a Red colour code.&lt;br /&gt;
 &lt;br /&gt;
 Additionally, there is a new XP curve for the sheet. I will update [[Experience]] curve to be 10 plus 5 per level instead of 10 per level stacking.&lt;br /&gt;
&lt;br /&gt;
===2025===&lt;br /&gt;
 &#039;&#039;&#039;14th December 2025&#039;&#039;&#039;&lt;br /&gt;
 Seems I managed to fix and tidy up most of the new layout for the wiki, apart from the fact the tables refuse to align center, this is apparently a bug in the Citizen Skin and not fixable until the wiki gets updated. Bummer.&lt;br /&gt;
 &lt;br /&gt;
 But in other news, I am in the process of creating &#039;&#039;&#039;Definition Articles&#039;&#039;&#039;, which are focused pages that define and explain various words and terms used in the Metaforce system so that people can read up on them independently from larger topic articles. To further that end, there are now new categories to help group up everything and hand it to you in a nice alphabetical platter. You can find the main bulk of articles in [[:Category:Mechanics]]. Aside from having to update older articles to use the new category, this means that not all pages will be listed on the front page any more, but at the same time the front page doesn&#039;t have to be filled up with them either.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;9th December 2025&#039;&#039;&#039;&lt;br /&gt;
 It&#039;s been a while but aside from a few reworks, I have also finally got around to installing a newer and easier-on-the-eyes skin for the Metaforce wiki. No longer shall visitors (or my) eyes be flash-banged by the default white of the Vector skin.&lt;br /&gt;
 &lt;br /&gt;
 As far as game-mechanic news. I have reworked [[Meta Point]]s so that determining a character&#039; Max MP from creation and level ups are now simplified to simply be a default value plus a set value determined by MPLV and your character level. No more &#039;lowest of three core values&#039; complicating things. In addition, it is now possible to spend [[Experience]] points to increase one&#039;s Max MP and restore their MP along with it, solving an issue with trying to level up where you have the XP but nothing to spend it on (with Metaphors and/or Attributes being more than your current XP).&lt;br /&gt;
 &lt;br /&gt;
 Now that the site is easier to read for long periods of time, I&#039;ll be able to continue working eagerly to set up testing Beta 2.2.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;18th September 2025&#039;&#039;&#039;&lt;br /&gt;
 After a summer away, I&#039;ve returned to do more updates and changes to the Metaforce system. A few highlights include &#039;&#039;&#039;&amp;lt;code&amp;gt;Status [[Magnitude]] &amp;amp; Saves&amp;lt;/code&amp;gt;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;lt;code&amp;gt;[[Attribute]] Power Tiers&amp;lt;/code&amp;gt;&#039;&#039;&#039; and updating creation rules to suits and &amp;lt;abbr title=&amp;quot;Isn&#039;t it nice when something says &#039;And more!&#039; and then actually show you MORE instead of just saying it to look better? You&#039;re welcome&amp;quot;&amp;gt;more!&amp;lt;/abbr&amp;gt; &#039;&#039;&#039;[[Character Creation|Training Points]]&#039;&#039;&#039; supersede [[Level|Attribute Training Opportunities]], gained the same way as ATOs except they can now be spent to obtain new Metaphors and also increase a character&#039;s Attribute tier!&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Level Points&#039;&#039;&#039; are now produced 1 for 1 for each Experience point spent. These LPs can be exchanged for level-ups. This was done to make it more obvious that spending Experience is required to level up and the character sheet has been updated to track these properly.&lt;br /&gt;
 &lt;br /&gt;
 Speaking of sheet updates, now that &#039;&#039;&#039;Status Saves&#039;&#039;&#039; have been introduced to make inflicting and recovering from status conditions easier and fairer. The character sheet has been updated to give plenty of room to track statuses and their Magnitude amounts. [[Resistance]]s have also been added and defined, offering a number of ways one can protect themselves passively from damage and effects, and also circumvent them via &#039;&#039;&#039;Penetration&#039;&#039;&#039;. With added definition to how &#039;&#039;&#039;Deflection&#039;&#039;&#039; works by default (it&#039;s Resistance X).&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Attribute Tiers&#039;&#039;&#039; add more depth to a character&#039;s core abilities. Those with higher tiers will get access to greater bonuses whenever they roll for checks or use Metaphors that use them. The &#039;&#039;&#039;Exert&#039;&#039;&#039; feature allows one to briefly tap into the utmost of their Attribute at the cost of a little exhaustion or some other cost. Characters can start with higher tiers based on their Nature (Race) and Nurture (Class/Choice/Backstory), and spend a lot of points to raise their tier with Training points!&lt;br /&gt;
 &lt;br /&gt;
 Lastly, the system has a &#039;&#039;&#039;new Logo&#039;&#039;&#039;! A pixel-style inspired by &#039;&#039;wplace.live&#039;&#039; created by AlienOvan. Incorporating all the four primary colours with a retro TTRPG aesthetic. This will replace the Logo-Maker stuff I had been using previously, it looked nice, but literally anyone could make it and this way, I know it&#039;s unique to Metaforce. Nicer versions of the Logo to come in the future!&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;14th May 2025&#039;&#039;&#039;&lt;br /&gt;
 Added a new mechanic, Experience [[Debt]]. A potential penalty, or trade-off for events that may occur in games to slow experience gains, or a way to allow innately-powerful characters to be played in games where they wouldn&#039;t normally.&lt;br /&gt;
 &lt;br /&gt;
 Additionally, [[Level]] has been updated to feature a new &#039;&#039;&#039;Level Investment&#039;&#039;&#039; approach to levelling up. Whereby a character can&#039;t spend experience to level up directly, but rather requires spending enough XP on things such as Metaphors and Attribute Training Points (previous ATOs) to automatically gain a new level. Depending on how well I can implement this on the character sheet, Level Investment may be the standard approach for Metaforce games moving on.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;22nd February 2025&#039;&#039;&#039;&lt;br /&gt;
 It&#039;s been a long absence, but the love grows stronger with Metaforce. A new update to the way Encounters work is being written into the wiki, starting with the [[Encounter]] page. Battles now take place under a &#039;Time-Frame&#039; system wherein your actions aren&#039;t limited to points, but instead periods of time, known as Frames. Whatever appendages your character can use can allow multiple actions to take place including movement, provided there are no conflicts such as using the same limb twice at the same time, or using multiple limbs that require proper coordination.&lt;br /&gt;
 &lt;br /&gt;
 Overall, it should open up how one may conduct their turn and combine movements with actions. Although speaking of movement, base speed has been reduced to 20ft, to account for how a character can potentially move up to three times their base speed. Slower characters have a base speed of 15 or 10ft, whereas Faster and bigger characters will gain +5ft per Size above 1.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;8th March 2025&#039;&#039;&#039; (Addendum)&lt;br /&gt;
 It&#039;s now officially referred to as [[Action Frame]]s. This will replace Action-Sequences with &#039;&#039;&#039;Optimise Action&#039;&#039;&#039;, allowing regularly used actions to resolve faster and potentially allow them to fit within singular Action Frames, much like Sequences used to do except all Optimised actions can work with each other.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;14th May 2025&#039;&#039;&#039;&lt;br /&gt;
 Added a new mechanic, Experience [[Debt]]. A potential penalty, or trade-off for events that may occur in games to slow experience gains, or a way to allow innately-powerful characters to be played in games where they wouldn&#039;t normally.&lt;br /&gt;
 &lt;br /&gt;
 Additionally, [[Level]] has been updated to feature a new &#039;&#039;&#039;Level Investment&#039;&#039;&#039; approach to levelling up. Whereby a character can&#039;t spend experience to level up directly, but rather requires spending enough XP on things such as Metaphors and Attribute Training Points (previous ATOs) to automatically gain a new level. Depending on how well I can implement this on the character sheet, Level Investment may be the standard approach for Metaforce games moving on.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;8th March 2025&#039;&#039;&#039; (Addendum)&lt;br /&gt;
 It&#039;s now officially referred to as [[Action Frame]]s. This will replace Action-Sequences with &#039;&#039;&#039;Optimise Action&#039;&#039;&#039;, allowing regularly used actions to resolve faster and potentially allow them to fit within singular Action Frames, much like Sequences used to do except all Optimised actions can work with each other.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;22nd February 2025&#039;&#039;&#039;&lt;br /&gt;
 It&#039;s been a long absence, but the love grows stronger with Metaforce. A new update to the way Encounters work is being written into the wiki, starting with the [[Encounter]] page. Battles now take place under a &#039;Time-Frame&#039; system wherein your actions aren&#039;t limited to points, but instead periods of time, known as Frames. Whatever appendages your character can use can allow multiple actions to take place including movement, provided there are no conflicts such as using the same limb twice at the same time, or using multiple limbs that require proper coordination.&lt;br /&gt;
 &lt;br /&gt;
 Overall, it should open up how one may conduct their turn and combine movements with actions. Although speaking of movement, base speed has been reduced to 20ft, to account for how a character can potentially move up to three times their base speed. Slower characters have a base speed of 15 or 10ft, whereas Faster and bigger characters will gain +5ft per Size above 1.&lt;br /&gt;
&lt;br /&gt;
===2024===&lt;br /&gt;
 &#039;&#039;&#039;16th October 2024&#039;&#039;&#039;&lt;br /&gt;
 Just as a way to keep things tidier, I created a [[News]] and Updates link to the sidebar (Desktop users only) and will now only keep the latest important messages on the main page to prevent it from pushing the Chapter article links down too much. So expect only one or two news items to appear here from now on, the rest will be in the News page as an archive.&lt;br /&gt;
 &lt;br /&gt;
 Additionally, there is a discord link to the [https://discord.gg/DxxJVgRm9R New Expanded Universe] Discord. It is not a Metaforce product or setting, but is a great Sci-fi/Fantasy that involves similar mechanics. Also, it serves as a means to contact me (AlienOvan) in case you want to get in touch about the system. However, please be kind and also take a look at &#039;&#039;&#039;Reborn in Power&#039;&#039;&#039;, an Arthadian-Anthologies system. I will never forgive you if you don&#039;t.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;14th October 2024&#039;&#039;&#039;&lt;br /&gt;
 After finishing up the drafts for both [[Encounter]]s and [[Action Point]]s, the groundwork for Metaforce is on the home-stretch now. Some smaller articles need to be written for specific mechanics but it is starting to become a comprehensive and workable framework now. Metaforce should be expected to be officially in the Beta-2 state by the end of this month of October.&lt;br /&gt;
 &lt;br /&gt;
 I have had some serious consideration to rename [[Progression]]s into something else, something snappier and less iniquitous. I&#039;d bring shame to my family if I named it into &#039;Meta-something&#039; one more time. Ideas I have considered include &#039;&#039;&#039;Arc&#039;&#039;&#039;, like character arcs. So when a character levels up, they are advancing as part of their own character build journey. If I decide to go with this idea, I&#039;ll be moving and updating article links to reflect this.&lt;br /&gt;
 &lt;br /&gt;
 As for any playtests, they are likely not to start until November due to work commitments. I&#039;ll be looking forward to see others try the system out for their own games and provide feedback for late-development improvements.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;30th September 2024&#039;&#039;&#039;&lt;br /&gt;
 Progression of the Wiki is slow but steady, the &#039;Getting Started&#039; section are nearly all blue links now. Creation of the [[Recommended Metaphors]] page will be in long-term development as certain advanced Metaphors will take some time to figure out completely. &lt;br /&gt;
 &lt;br /&gt;
 With development of Level [[Progression|Progressions]], there will be a mechanic in place to give characters more meaningful level-up rewards aside from just gaining Attribute points. Likewise, when Progressions are used in a scenario, the amount of Attribute points gained per level will decrease to account for the extra benefits levels given. A Progression will basically make it easier to simulate things like Racial Traits/Ancestries and Class features.&lt;br /&gt;
 &lt;br /&gt;
 I am aiming to have the majority of pages created and up to date by the end of October. And no doubt there will be rounds of editorializing in order to make sure each page is consistent and coherent to the masses. I will update the main page with more news when it is gets closer to Beta-2 testing.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;18th September 2024&#039;&#039;&#039;&lt;br /&gt;
 The &#039;&#039;&#039;Metaforce Wiki&#039;&#039;&#039;, as well as the &#039;&#039;&#039;Metaforce System&#039;&#039;&#039; is under construction at the moment as preparations for Beta-2 are made. Pages are being written and tested to be mostly feature-complete before it can be pushed live. Beta-2 is a revision to the system from the Closed Beta and takes into account feedback and suggestions from the play-testers who engaged in testing back in May.&lt;br /&gt;
 &lt;br /&gt;
 So just fair warning, pages will be missing content (red links), the game will be ready for Beta-2 play when the page [[Game Mastery]] is created and completed. So keep an eye out for that!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Main_Page&amp;diff=543</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Main_Page&amp;diff=543"/>
		<updated>2026-03-12T00:29:55Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: news post&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background-color: rgba(0, 0, 0, 0.34); padding: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;small&amp;gt;[[File:mws150.png|25px]] Magic Window Studios presents&amp;lt;/small&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:MetaforceLogo.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;small&amp;gt;A Tabletop Roleplaying Game by &#039;&#039;&#039;AlienOvan&#039;&#039;&#039;&amp;lt;/small&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;big&amp;gt;Metaforce&amp;lt;/big&amp;gt;&#039;&#039;&#039; is a genre-agnostic, modular tabletop roleplaying system designed to allow a wide variety of game settings and scenarios while enabling players to build and customise their character’s powers, skills and abilities with numerically-backed scores known as [[Metaphor]]s. Fate-altering [[Meta Power]]s give players the power to survive even the most dangerous situations, allowing Game-Masters to run more intense scenarios without high risk of &amp;lt;abbr title=&amp;quot;Total Party Kill, TTRPG equivilant to a Game Over&amp;quot;&amp;gt;TPK&amp;lt;/abbr&amp;gt;. Metaforce uses &#039;&#039;&#039;d12s&#039;&#039;&#039; as the key die.&lt;br /&gt;
 &lt;br /&gt;
 The current build for Metaforce is &#039;&#039;&#039;BETA 2.22&#039;&#039;&#039;, expected to finalise major systems within the year 2026.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Wiki Navigation Tips&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;&#039;&#039;You can open up the search easily by tapping &amp;lt;code&amp;gt;&#039;&#039;&#039;/&#039;&#039;&#039;&amp;lt;/code&amp;gt; on desktop!&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To see older News posts, see [[News]]. And a list of changes to pages, can be found on the [[Special:RecentChanges|Recent Changes]] page.&amp;lt;/small&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
==Game/Wiki News==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;small&amp;gt;&#039;&#039;Written by AlienOvan&#039;&#039;&amp;lt;/small&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;12th March 2026&#039;&#039;&#039; - &#039;&#039;&#039;Saves and oh there&#039;s headlines now&#039;&#039;&#039;&lt;br /&gt;
 A few updates to Metaforce after preliminary playtesting has vastly improved the &#039;&#039;&#039;Character Sheet&#039;&#039;&#039;, with fixed logic on character defence stats (Deflection/Evasion, Status Defences). Core Values and HP scaling have been shifted around and now start at 6 and increase with level. Now attackers will need to work on their combat Metaphors even further to land hits.&lt;br /&gt;
 &lt;br /&gt;
 Status Defence is now ToHit based, meaning Status magnitudes rolled target a character&#039;s Body, Reflex, or Mind Defence and if they meet or beat the score, the target is affected with the same magnitude. [[Save]]s can trigger which gives the character a chance to half or negate the condition based on their result.&lt;br /&gt;
 &lt;br /&gt;
 My primary focus aside from setting up playtest scenarios is to get the &#039;&#039;&#039;odds and numbers right&#039;&#039;&#039;. So that the chances to hit or affect things isn&#039;t too high or too low for a given level. Giving characters additional defence based on their level will give them an easier time surviving but it might also make some character too difficult to hit without rolling criticals. If I could solve the Save mechanic then I can solve this too.&lt;br /&gt;
&lt;br /&gt;
==Master Categories==&lt;br /&gt;
 For a full list of game mechanics, see [[:Category:Mechanics|Mechanics]]&lt;br /&gt;
==Getting Started==&lt;br /&gt;
 Before you start playing Metaforce, best to read up on the basic terms and concepts.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Character Creation]]&amp;lt;/code&amp;gt; A section to help new players start creating their first character.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Character Sheet]]&amp;lt;/code&amp;gt; Explains the Character sheet used to play Metaforce.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Race]]&amp;lt;/code&amp;gt; Explains the Race/Species articles and provides a list of them.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Attribute|Attributes]]&amp;lt;/code&amp;gt; A section explaining the six essential aspects of a characters capabilities.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Core Value]]&amp;lt;/code&amp;gt; A section explaining the three core stats that affect everything else, including resistances.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Meta Dice]]&amp;lt;/code&amp;gt; A section that covers the unique dice used in Metaphors, Attributes and more.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Metaphor]]&amp;lt;/code&amp;gt; A section that covers what Metaphors are used for and how values are assigned and used.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Recommended Metaphors]]&amp;lt;/code&amp;gt; A list containing Metaphors players would find helpful in most Metaforce games.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Level]]&amp;lt;/code&amp;gt; A section that goes over the importance of a character level, level-ups and progression.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Arc]]&amp;lt;/code&amp;gt; A section that explains the special features a character gains as they level up.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Experience]]&amp;lt;/code&amp;gt; A describing how Experience points (XP) are gained and used to progress a character.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[How To Play]]&amp;lt;/code&amp;gt; An explanation how games are run and what to do and when to do checks.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Debt]]&amp;lt;/code&amp;gt; Explains the concept of Experience Debt and Boosting (to modify progression).&lt;br /&gt;
&lt;br /&gt;
==Playing Metaforce==&lt;br /&gt;
 These concepts make more sense after understanding the basics, or might only be relevant after starting your first session.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Meta Point]]&amp;lt;/code&amp;gt; An important section that goes over Meta-Points (&#039;&#039;&#039;MP&#039;&#039;&#039;), a resource used in Meta Powers.&lt;br /&gt;
** &amp;lt;code&amp;gt;[[Meta Power]]&amp;lt;/code&amp;gt; Narrative interventions that enable players to influence the outcomes of their character&#039;s fate.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Equipment]]&amp;lt;/code&amp;gt; A section that covers how equippable and usable (consumable) items work, and how they can be modified or enhanced.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inventory]]&amp;lt;/code&amp;gt; A section that details the carry capacity and Inventory rules for characters.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Encounter]]&amp;lt;/code&amp;gt; An in-depth look on how combat and special scenarios work in a Metaforce game.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Action Frame]]s&amp;lt;/code&amp;gt; A break-down of what Action Frames are, how to use them in &#039;&#039;&#039;Encounters&#039;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Magnitude]]&amp;lt;/code&amp;gt; An explanation to how Status Conditions and &amp;lt;code&amp;gt;&#039;&#039;&#039;Magnitude&#039;&#039;&#039;&amp;lt;/code&amp;gt; work, and how they can be used to measure stamina and action costs.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Complication]]&amp;lt;/code&amp;gt; Describes the circumstances in which a character may lose advantage or suffer disadvantage during checks.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resistance]]&amp;lt;/code&amp;gt; Explains how the difference Resistance (and Anti-Resistance) properties function.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Size]]&amp;lt;/code&amp;gt; A section that goes over the effects of Size and various considerations to take involving gigantic or tiny creatures.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;; style=&amp;quot;text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
| width=50% |&lt;br /&gt;
===Modular Skills and Powers===&lt;br /&gt;
&amp;lt;code&amp;gt;[[Metaphor|Metaphors]]&amp;lt;/code&amp;gt; are skills, powers and abilities a character can use to defend themselves or gain an advantage within their environment throughout various campaigns and settings. The Game Master and Player should communicate to each other to create and design Metaphors that are appropriate to the campaign.&lt;br /&gt;
|&lt;br /&gt;
===Exploding Dice===&lt;br /&gt;
Dice with 12 sides (and sometimes other forms of die) can ‘explode’, allowing an additional die with the same number of sides to be rolled and added to the result upon rolling its highest value. Typically, &#039;&#039;&#039;Skill&#039;&#039;&#039;, &#039;&#039;&#039;ToHit&#039;&#039;&#039;, and &#039;&#039;&#039;Damage Dice&#039;&#039;&#039; can explode in this way.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===Meta Dice===&lt;br /&gt;
&amp;lt;code&amp;gt;[[Meta Dice]]&amp;lt;/code&amp;gt; appear in Attributes and Metaphors with a value of +1 or greater. Starting at d4 and working up to d6, d8, d10 and d12. Meta-dice have a minimum number relative to the initial value of the Attribute/Metaphor, at its strongest, the d12 can&#039;t roll lower than a 5.&lt;br /&gt;
|&lt;br /&gt;
===Attributes / Core Values===&lt;br /&gt;
There are 6 &amp;lt;code&amp;gt;[[Attribute|Attributes]]&amp;lt;/code&amp;gt; (Strength, Endurance, Agility, Perception, Intellect, Charisma) that can be added to various checks, these Attributes contribute towards 3 &amp;lt;code&amp;gt;[[Core Value|Core Values]]&amp;lt;/code&amp;gt; (Body, Reflex, Mind) which govern a number of other stats including Health-Points (&amp;lt;code&amp;gt;HP&amp;lt;/code&amp;gt;), &amp;lt;code&amp;gt;[[Meta Point|Meta-Points]]&amp;lt;/code&amp;gt; (MP), Deflection and Evasion.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===Status Conditions and Magnitude===&lt;br /&gt;
&amp;lt;code&amp;gt;[[Status Point|Status Conditions]]&amp;lt;/code&amp;gt; affect characters in different ways, and even keep track of various resources they may have. &amp;lt;code&amp;gt;&#039;&#039;&#039;Magnitude&#039;&#039;&#039;&amp;lt;/code&amp;gt; is used to track conditions and if it exceeds a character&#039;s relevant Core Value, they may become affected by a condition.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===Size and Size-Rating===&lt;br /&gt;
&amp;lt;code&amp;gt;[[Size|Size Rating]]&amp;lt;/code&amp;gt; determines the physical size of a character or creature, scaling its statistics such as Max Health, Damage dealt, Reach, Move Speed and more. The rules and adjustments for size work the same for player characters and NPCs.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Save&amp;diff=542</id>
		<title>Save</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Save&amp;diff=542"/>
		<updated>2026-03-12T00:08:11Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: Completely revised Save mechanic, it&amp;#039;s good now!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; A &#039;&#039;&#039;Save&#039;&#039;&#039; occurs when an attacker or trigger meets or beats their target&#039;s &#039;&#039;&#039;Status Defence&#039;&#039;&#039;. The target may have the opportunity to make a &#039;&#039;&#039;Saving Throw&#039;&#039;&#039; as a last-ditch effort to minimise the effects on undesirable or deadly conditions. Succeeding reduces the magnitude of the effect whereas a Critical may negate it entirely.&lt;br /&gt;
&lt;br /&gt;
==Save Trigger Requirements==&lt;br /&gt;
 A character can make a Saving Throw under the following conditions:&lt;br /&gt;
 &lt;br /&gt;
 ♦ The &#039;&#039;&#039;Game-Master asks&#039;&#039;&#039; a player to roll a Saving Throw for the character, including bonuses if any.&lt;br /&gt;
 &lt;br /&gt;
 ♦ Character has &#039;&#039;&#039;Proficiency&#039;&#039;&#039; or &#039;&#039;&#039;Expertise&#039;&#039;&#039; in an Attribute or Status Defence that the Saving Throw allows. They can add their &#039;&#039;&#039;Attribute Bonus or die&#039;&#039;&#039; to this roll, respectively.&lt;br /&gt;
 &lt;br /&gt;
 ♦ Character owns a &#039;&#039;&#039;Metaphor or Feature&#039;&#039;&#039; that lets them roll Saving Throws, following any proficiency rules as stated above.&lt;br /&gt;
 &lt;br /&gt;
 ♦ Game master permits the character to [[Exert]] X to trigger a Saving Throw, additional cost may raise the throw to Proficient or Expertise.&lt;br /&gt;
 &lt;br /&gt;
 ♦ Player has access to a [[Meta Power]] to trigger Saving Throws, and may pay MP to do so.&lt;br /&gt;
&lt;br /&gt;
==Proficiency and Expertise==&lt;br /&gt;
 If a character is considered &#039;&#039;&#039;&amp;lt;code&amp;gt;Proficient&amp;lt;/code&amp;gt;&#039;&#039;&#039;, they can add their &#039;&#039;&#039;Attribute Bonus&#039;&#039;&#039; to the check. If they have &#039;&#039;&#039;&amp;lt;code&amp;gt;Expertise&amp;lt;/code&amp;gt;&#039;&#039;&#039;, they can roll their &#039;&#039;&#039;Attribute dice&#039;&#039;&#039; instead. Attribute dice are the same as Metaphor Component dice ranks.&lt;br /&gt;
 &lt;br /&gt;
 If a character is neither but still allowed to roll a Saving throw, they roll a d12 and whatever modifiers their exception permits.&lt;br /&gt;
&lt;br /&gt;
==The Saving Throw==&lt;br /&gt;
 The base TN for a Saving Throw is &#039;&#039;&#039;12&#039;&#039;&#039; minus the character&#039;s &#039;&#039;&#039;Attribute bonus&#039;&#039;&#039;. So a bonus of 2 means a TN of 10. Rolls the following formula, if they meet or exceed the TN, they Succeed on the Save, otherwise they fail:&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;[ Saving Throw Target Number = 12 - Attribute Bonus ]&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;[ Saving Throw = d12 + Attribute Bonus OR Attribute Die ]&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 If the character rolls 10 or more higher than the Save TN, it becomes a &#039;&#039;&#039;Miraculous Save&#039;&#039;&#039;, instead of reducing the status magnitude, the magnitude is &#039;&#039;&#039;reduced to 0&#039;&#039;&#039; and the character is &#039;&#039;&#039;unaffected&#039;&#039;&#039;. Rolling a 12 on this die still [[explode]]s as any regular d12 does.&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;small&amp;gt;&#039;&#039;&amp;quot;The Rogue sneaks into the Archmage&#039;s chambers to steal an artifact. As they approach a box containing what they seek, they are subject to a Magnitude 30 Sleep status effect upon touching it. This exceeds their Mind Defence of 16 to the point they will get a Severe condition (Sleep for 24 hours). The Rogue has a Metaphor to allow them to roll Mind Saving Throws with Proficiency. So with their Charisma of 3, the Target number is reduced to 10 and they roll a d12 plus 3. If they meet or exceed the TN, they reduce the magnitude by half and only become Drowzy for the lesser form of the Sleep effect.&amp;quot;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Size_Damage&amp;diff=541</id>
		<title>Size Damage</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Size_Damage&amp;diff=541"/>
		<updated>2026-03-10T02:46:42Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: Changed topic to describe Size Damage multipliers. Mid-rewrite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Size Bonus Multiplier&#039;&#039;&#039; is a special modifier given to characters of [[Size]] 2 or larger, the damage or healing dealt or taken is multiplied by their Size-Rating. They may also gain modifiers to other stats, and increase the number of bonus dice they roll.&lt;br /&gt;
 &lt;br /&gt;
 This multiplier can also be used by smaller characters whenever they score a Critical (Rolling 12 on a d12) using their [[Versatile Bonus]] to gain Size Bonus Damage, or through an Equipment or [[Metaphor]] effect. Some effects can also reduce this multiplier.&lt;br /&gt;
&lt;br /&gt;
==Size Bonus Modifier==&lt;br /&gt;
 The Size Bonus Multiplier is applied to the attacks and abilities of a character who is Size 2 or larger, or Size Tiny or smaller. Damage and Healing is multiplied by this value, other effects may also scale but only linearly (1, 2, 3, 4...etc). Size increases the number of dice rolled in &#039;&#039;&#039;dice bonuses&#039;&#039;&#039;, but only one per Size above 1.&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;small&amp;gt;&#039;&#039;&amp;quot;A Size 4 creature deals four times more damage or healing with their attacks and abilities, and may gain a +4 bonus to other things which are affected by Size. If the creature has dice bonuses, they may roll three additional die when prompted.&amp;quot;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gaining Size Bonus Damage==&lt;br /&gt;
 To deal Size Bonus Damage as a non-Large creature, the character must score a &#039;&#039;&#039;Critical Hit&#039;&#039;&#039; by rolling a &#039;&#039;&#039;12&#039;&#039;&#039; on a d12 during an Attack roll. They can use the result of the exploded Meta-die&#039;s [[Versatile Bonus]] to declare a precision attack against a giant-sized foe. The attack is treated as being a &#039;&#039;&#039;Size equal to that die&#039;s result&#039;&#039;&#039;, but only up to the target&#039;s actual [[Size]]-Rating.&lt;br /&gt;
 &lt;br /&gt;
 Another way to deal Size Damage is through the enhancements of [[Equipment]] or through [[Metaphor]]s.&lt;br /&gt;
 &lt;br /&gt;
 If a piece of equipment specifically treats its damage as being a certain Size larger to bigger foes, then its damage is multiplied, or increased by 100% for each rank of the enhancement. If conditions such as requiring to beat the target&#039;s [[Deflection]] need to be met before the bonus can trigger, the character must meet the condition before the damage can be modified.&lt;br /&gt;
&lt;br /&gt;
==Damage Limits==&lt;br /&gt;
 The Size Damage bonus can only multiply damage up to the target&#039;s &#039;&#039;&#039;Size Rating&#039;&#039;&#039;, and if the attacker is bigger than Size 1, then the maximum bonus is lowered equal to the difference between the two combatants.&lt;br /&gt;
 &lt;br /&gt;
 No matter how high the Size Bonus Multiplier is, a Size 1 Human &#039;&#039;&#039;can&#039;t&#039;&#039;&#039; deal more than x4 damage against a Size 4 Giant. And if a Size 2 Half-Giant attacks the same foe, they wouldn&#039;t be able to deal more than +200% damage due to the difference in their sizes. If two Giants of equal size fight, &#039;&#039;&#039;neither&#039;&#039;&#039; can gain a Size Damage bonus against the other.&lt;br /&gt;
&lt;br /&gt;
==Size Bonus Reduction==&lt;br /&gt;
 Because Giant creatures can deal lethal amounts of damage, there is an counterpart to Size Bonus Modifiers known as &#039;&#039;&#039;Size Bonus Reduction&#039;&#039;&#039;. A character who has, or is under the effects of this mechanic &#039;&#039;&#039;reduces&#039;&#039;&#039; an opponent&#039;s Size Bonus to a &#039;&#039;&#039;lower&#039;&#039;&#039; value, to a minimum of the user&#039;s own Size-Rating.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Resistance&#039;&#039;&#039;&lt;br /&gt;
 A character with Size/Crush Resistance treats a larger creature&#039;s attacks and abilities as if they were &#039;&#039;&#039;half&#039;&#039;&#039; their Size-Rating, rounded down. If different sources give Resistance, subsequent stacks &#039;&#039;&#039;round up&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Reduction X&#039;&#039;&#039;&lt;br /&gt;
 A character with Size/Crush Reduction treats a larger creature&#039;s attacks and abilities as if they were a fixed number of Sizes smaller. X denotes the number of Sizes reduced. Reduction can stack with Resistance, and if it does, Resistance is calculated before Reduction (to a minimum of 1).&lt;br /&gt;
&lt;br /&gt;
==Smaller Creatures==&lt;br /&gt;
 To determine the multipliers for creatures smaller than  1 (Medium):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Size Category&#039;&#039;&#039; || &#039;&#039;&#039;Body Scale&#039;&#039;&#039; || &#039;&#039;&#039;Damage Mult&#039;&#039;&#039; || &#039;&#039;&#039;Size Damage required versus Medium&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small&#039;&#039;&#039; || 1/2th || 1x || -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tiny&#039;&#039;&#039; || 1/4th || 0.5x || 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Diminutive&#039;&#039;&#039; || 1/8th || 0.25x || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fine&#039;&#039;&#039; || 1/16th || 0.125x || 8&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Size_Damage&amp;diff=540</id>
		<title>Size Damage</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Size_Damage&amp;diff=540"/>
		<updated>2026-03-08T12:34:53Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: Created page with &amp;quot;&amp;lt;center&amp;gt;  &amp;#039;&amp;#039;&amp;#039;Size Damage&amp;#039;&amp;#039;&amp;#039; is a special multiplier where a smaller opponent is able to deal extra damage to a larger one, usually after scoring a &amp;#039;&amp;#039;&amp;#039;Critical Hit&amp;#039;&amp;#039;&amp;#039; from an Attack Roll, or through the use of special equipment or Metaphors.  ==Size Damage Multiplier==  To deal Size Damage by any means, one can score a &amp;#039;&amp;#039;&amp;#039;Critical Hit&amp;#039;&amp;#039;&amp;#039; by rolling a 12 on a d12 during an Attack roll. They can use the result of the exploded Meta-die&amp;#039;s Versatile Bonus to declar...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Size Damage&#039;&#039;&#039; is a special multiplier where a smaller opponent is able to deal extra damage to a larger one, usually after scoring a &#039;&#039;&#039;Critical Hit&#039;&#039;&#039; from an [[Attack Roll]], or through the use of special equipment or [[Metaphor]]s.&lt;br /&gt;
&lt;br /&gt;
==Size Damage Multiplier==&lt;br /&gt;
 To deal Size Damage by any means, one can score a &#039;&#039;&#039;Critical Hit&#039;&#039;&#039; by rolling a 12 on a d12 during an Attack roll. They can use the result of the exploded Meta-die&#039;s [[Versatile Bonus]] to declare a precision attack against a giant-sized foe. The attack is treated as being a Size equal to that die&#039;s result for the purpose of calculating damage to the giant target, but only up to the target&#039;s actual [[Size]]-Rating minus the attacker&#039;s Size above 1.&lt;br /&gt;
 &lt;br /&gt;
 Another way to deal Size Damage is through the enhancements of [[Equipment]] or through [[Metaphor]]s.&lt;br /&gt;
 &lt;br /&gt;
 If a piece of equipment specifically treats its damage as being a certain Size larger to bigger foes, then its damage is multiplied or increased by 100%. If conditions such as requiring to beat the target&#039;s [[Deflection]] need to be met before the bonus can trigger, the character must meet the condition before the damage can be modified.&lt;br /&gt;
&lt;br /&gt;
==Damage Limits==&lt;br /&gt;
 The Size Damage bonus can only multiply damage up to the target&#039;s &#039;&#039;&#039;Size Rating&#039;&#039;&#039;, and if the attacker is bigger than Size 1, then the maximum bonus is lowered equal to the difference between the two combatants.&lt;br /&gt;
 &lt;br /&gt;
 No matter how high the Size Damage multiplier is, a Size 1 Human can&#039;t deal more than x4 damage against a Size 4 Giant. And if a Size 2 Half-Giant attacks the same foe, they wouldn&#039;t be able to deal more than +200% damage due to the difference in their sizes. If two Giants of equal size fight, neither can gain a Size Damage bonus against the other.&lt;br /&gt;
&lt;br /&gt;
==Smaller Creatures==&lt;br /&gt;
 To determine the multipliers for creatures smaller than  1 (Medium):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Size Category&#039;&#039;&#039; || &#039;&#039;&#039;Body Scale&#039;&#039;&#039; || &#039;&#039;&#039;Damage Mult&#039;&#039;&#039; || &#039;&#039;&#039;Size Damage required versus Medium&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small&#039;&#039;&#039; || 1/2th || 1x || -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tiny&#039;&#039;&#039; || 1/4th || 0.5x || 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Diminutive&#039;&#039;&#039; || 1/8th || 0.25x || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fine&#039;&#039;&#039; || 1/16th || 0.125x || 8&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Meta_Dice&amp;diff=539</id>
		<title>Meta Dice</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Meta_Dice&amp;diff=539"/>
		<updated>2026-03-08T12:04:28Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: Updated layout, fixed tables&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;width:100px;&amp;quot; | &#039;&#039;&#039;Base Die&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:50px;&amp;quot; | &#039;&#039;&#039;Minimum Value&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:150px;&amp;quot; | &#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:50px;&amp;quot; | &#039;&#039;&#039;Dice Notation&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:50px;&amp;quot; | &#039;&#039;&#039;Avg. Result&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|d4 || 1 || 1/2/3/4 || md4 || 2.50&lt;br /&gt;
|-&lt;br /&gt;
|d6 || 2 || &#039;&#039;&#039;2&#039;&#039;&#039;/2/3/4/5/6 || md6 || 3.66&lt;br /&gt;
|-&lt;br /&gt;
|d8 || 3 || &#039;&#039;&#039;3&#039;&#039;&#039;/&#039;&#039;&#039;3&#039;&#039;&#039;/3/4/5/6/7/8 || md8 || 4.87&lt;br /&gt;
|-&lt;br /&gt;
|d10 || 4 || &#039;&#039;&#039;4&#039;&#039;&#039;/&#039;&#039;&#039;4&#039;&#039;&#039;/&#039;&#039;&#039;4&#039;&#039;&#039;/4/5/6/7/8/9/10 || md10 || 6.10&lt;br /&gt;
|-&lt;br /&gt;
|d12 || 5 || &#039;&#039;&#039;5&#039;&#039;&#039;/&#039;&#039;&#039;5&#039;&#039;&#039;/&#039;&#039;&#039;5&#039;&#039;&#039;/&#039;&#039;&#039;5&#039;&#039;&#039;/5/6/7/8/9/10/11/12 || md12 || 7.33&lt;br /&gt;
|-&lt;br /&gt;
! colspan=5 | Unofficial&lt;br /&gt;
|-&lt;br /&gt;
|d20 || 10 || &#039;&#039;&#039;10&#039;&#039;&#039;/&#039;&#039;&#039;10&#039;&#039;&#039;/&#039;&#039;&#039;10&#039;&#039;&#039;/&#039;&#039;&#039;10&#039;&#039;&#039;/&#039;&#039;&#039;10&#039;&#039;&#039;/&#039;&#039;&#039;10&#039;&#039;&#039;/&#039;&#039;&#039;10&#039;&#039;&#039;/&#039;&#039;&#039;10&#039;&#039;&#039;/&#039;&#039;&#039;10&#039;&#039;&#039;/10/11/12/13/14/&amp;lt;br&amp;gt;15/16/17/18/19/20 || md20 || 12.75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Meta Dice==&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Meta Dice&amp;lt;/big&amp;gt;&#039;&#039;&#039;&amp;lt;/code&amp;gt; refer to the special forms of the d4, d6, d8, d10 and d12 dice used in Metaforce. Unlike normal dice which have the full range of numbers (d6 having 1/2/3/4/5/6), they have a minimum number as decided by the value of a character&#039;s [[Attribute]] or their [[Metaphor]] value. The numbers in bold highlight the modified sides of each die. d4s do not have a modified side, but may be considered a Meta-die for the purposes of preventing [[Explode|exploding dice]].&lt;br /&gt;
 &lt;br /&gt;
 The odds of rolling any value above the minimum remains the same as a normal die, but the player can&#039;t roll below the minimum, ensuring better averages overall.&lt;br /&gt;
 &lt;br /&gt;
 While the d20 die is not typically used in Metaforce, a Meta-d20 is specified here on the chance a game-master may want to use it.&lt;br /&gt;
&lt;br /&gt;
==Beyond d12==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; max-width:385px;&amp;quot; |&lt;br /&gt;
| &#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Dice Notation&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 5 || md12&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 2md12k1&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 3md12k1&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 4md12k1&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 5md12k1&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 6md12k1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 Since Attributes and Metaphors can exceed rank 5, and there &#039;&#039;&#039;isn&#039;t a die incrementally larger than d12&#039;&#039;&#039; used in Metaforce (normally), additional dice are rolled for every rank above and the highest result of the set is used in the check or interaction. (Ranks 7 and higher are typically accessible after reaching Level 7 or higher).&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
 Meta dice are [[Versatile Bonus]]es. So the value they add or subtract can be used in any believable aspect of the interaction. When used in [[Attack Roll]]s, they can be used to deal [[Size Damage]] to bigger opponents.&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Explode&amp;diff=538</id>
		<title>Explode</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Explode&amp;diff=538"/>
		<updated>2026-03-08T11:42:55Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: Created page with &amp;quot; &amp;#039;&amp;#039;&amp;#039;Explode&amp;#039;&amp;#039;&amp;#039; refers to a dice mechanic in which rolling the maximum value (or qualifying value) immediately produces an &amp;#039;&amp;#039;&amp;#039;extra copy&amp;#039;&amp;#039;&amp;#039; of the rolled die as a Versatile Bonus. This is most relevant to the &amp;#039;&amp;#039;&amp;#039;d12&amp;#039;&amp;#039;&amp;#039; die that is rolled in most checks, rolling a 12 produces a Meta Dice, an &amp;#039;&amp;#039;&amp;#039;md12&amp;#039;&amp;#039;&amp;#039; that can be applied in any believable way for the check or interaction.    Unless specified or gained through a Meta-Power: No other die can explode in this way, eve...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &#039;&#039;&#039;Explode&#039;&#039;&#039; refers to a dice mechanic in which rolling the maximum value (or qualifying value) immediately produces an &#039;&#039;&#039;extra copy&#039;&#039;&#039; of the rolled die as a [[Versatile Bonus]]. This is most relevant to the &#039;&#039;&#039;d12&#039;&#039;&#039; die that is rolled in most checks, rolling a 12 produces a [[Meta Dice]], an &#039;&#039;&#039;md12&#039;&#039;&#039; that can be applied in any believable way for the check or interaction.&lt;br /&gt;
 &lt;br /&gt;
 Unless specified or gained through a Meta-Power: No other die can explode in this way, even if they roll their maximum value. And Meta-dice &#039;&#039;&#039;don&#039;t&#039;&#039;&#039; explode even if they are based on a d12.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Attack_Roll&amp;diff=537</id>
		<title>Attack Roll</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Attack_Roll&amp;diff=537"/>
		<updated>2026-03-08T11:37:13Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: Created page with &amp;quot; An &amp;#039;&amp;#039;&amp;#039;Attack Roll&amp;#039;&amp;#039;&amp;#039; is a process a character must take to use attacks and/or abilities that target another creature or entity with an Evasion and/or Deflection score. Against anything else, it is a Target number of 6 or higher. Rolling lower than 6 is treated as &amp;#039;missing&amp;#039; even if the target is stationary and not affecting the character&amp;#039;s ability to aim.    The term &amp;#039;ToHit&amp;#039; is a bonus to succeed against a target&amp;#039;s Evasion/Deflection, much like how Skill bonuses...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; An &#039;&#039;&#039;Attack Roll&#039;&#039;&#039; is a process a character must take to use attacks and/or abilities that target another creature or entity with an [[Evasion]] and/or [[Deflection]] score. Against anything else, it is a Target number of 6 or higher. Rolling lower than 6 is treated as &#039;missing&#039; even if the target is stationary and not affecting the character&#039;s ability to aim.&lt;br /&gt;
 &lt;br /&gt;
 The term &#039;ToHit&#039; is a bonus to succeed against a target&#039;s Evasion/Deflection, much like how Skill bonuses help with Skill check Target-Numbers.&lt;br /&gt;
&lt;br /&gt;
==The Attack Roll==&lt;br /&gt;
 To attack a target, roll &#039;&#039;&#039;d12&#039;&#039;&#039; then add your character&#039;s [[Metaphor]] bonuses and anything else that can add to their &#039;&#039;&#039;ToHit&#039;&#039;&#039;. If the result is equal or greater to the target&#039;s &#039;&#039;&#039;Evasion&#039;&#039;&#039;, they &#039;&#039;&#039;hit&#039;&#039;&#039;. If they beat the target&#039;s &#039;&#039;&#039;Deflection&#039;&#039;&#039;, they get a direct hit (avoiding Deflection effects).&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;[ Total ToHit = d12 + Metaphor Bonuses + Other Modifiers ]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Critical Hit==&lt;br /&gt;
 Rolling a 12 on a normal d12 causes it to [[Explode]] as normal. Except when it comes to Attack rolls and attacks in general, this creates additional effects.&lt;br /&gt;
 &lt;br /&gt;
 The Meta-die created becomes a [[Versatile Bonus]] that can be applied to any &#039;&#039;&#039;believable&#039;&#039;&#039; aspect of the interaction. Damage is increased or multiplied based on circumstance and features available to the weapon or action taken, by default a critical hit &#039;&#039;&#039;doubles&#039;&#039;&#039; damage dealt after all other modifiers.&lt;br /&gt;
 &lt;br /&gt;
 If the critically hit target is &#039;&#039;&#039;bigger&#039;&#039;&#039; than the user, they can deal an additional 100% damage up to the target&#039;s [[Size]]-Rating based on the Meta-die&#039;s result instead of any other V-Bonus. The Size Damage multiplier can&#039;t exceed the target&#039;s own Size rating and the Size Difference between the two targets reduces the maximum multiplier by their difference between the two.&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;small&amp;gt;&#039;&#039;&amp;quot;A human warrior fights against a Size 8 Beast, they score a critical hit against them. Instead of merely dealing double damage, they can use their Versatile Bonus to multiply their damage by their result up to the Beast&#039;s size. If they rolled a 5, they would deal x5 damage to the beast, but if they rolled 9 or higher, they would only deal x8 damage instead. If the Warrior were a Size 4 Giant, then they could only score up to +400% damage through this mechanic.&amp;quot;&#039;&#039;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Magnitude&amp;diff=536</id>
		<title>Magnitude</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Magnitude&amp;diff=536"/>
		<updated>2026-03-08T11:21:29Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: Improved logic, rewritten.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Status Conditions &amp;amp; Magnitude==&lt;br /&gt;
 Characters may suffer from, or inflict &#039;&#039;&#039;Status Conditions&#039;&#039;&#039; like damage over time effects (Poison, Burn), or ones that affect how they can act (Mind-Control, Rage, Fear). Some conditions are beneficial as well, or are used to &#039;&#039;&#039;track&#039;&#039;&#039; the use of powers and abilities.&lt;br /&gt;
 &lt;br /&gt;
 Status conditions work on a point system known as &#039;&#039;&#039;Magnitude&#039;&#039;&#039; (Mag, for short), which targets a character’s [[Core Value]], their &#039;&#039;&#039;Status Defense&#039;&#039;&#039;. Status effects can have different strengths based on the difference between the Status magnitude and the target&#039;s Status defence, expressed in terms &#039;&#039;&#039;Status Severity&#039;&#039;&#039;. Characters can also attempt to limit the overall magnitude of an effect through [[Save]]s.&lt;br /&gt;
 &lt;br /&gt;
 If a Status Magnitude is lower than a target&#039;s Status Defense the condition is nullified or automatically Saved, unless the status or ability specifically states it can be inflicted regardless of Status Defense.&lt;br /&gt;
&lt;br /&gt;
==Status Defence==&lt;br /&gt;
 A character has a Status Defence score for each of their &#039;&#039;&#039;Core Values&#039;&#039;&#039;. Body, Reflex and Mind. A character&#039;s Status defence is equal to their respective [[Core Value]] plus their [[Level]], any other bonuses from [[Metaphor]]s may also add to this score. It acts like [[Evasion]] and [[Deflection]] but for status conditions, if a magnitude fails to meet or beat the value of the Defence, it fails unless it is capable of inflicting a condition regardless.&lt;br /&gt;
 &lt;br /&gt;
 An inflicted condition is treated as Partial if the magnitude is &#039;&#039;&#039;less&#039;&#039;&#039; than the character&#039;s Status Defense, Full if it is &#039;&#039;&#039;equal or greater&#039;&#039;&#039;, and Intense if it is &#039;&#039;&#039;10 or more&#039;&#039;&#039; points above their Defence.&lt;br /&gt;
 &lt;br /&gt;
 Some Status Magnitudes may &#039;&#039;&#039;linger&#039;&#039;&#039; or &#039;&#039;&#039;persist&#039;&#039;&#039;, meaning that character will have a magnitude that is currently not inflicted upon a character, but will be &#039;&#039;&#039;added&#039;&#039;&#039; to subsequent status infliction checks in future, increasing the likelihood and intensity of a status condition. Most of these types of lingering magnitude goes away after some time on its own or through the use of curatives.&lt;br /&gt;
&lt;br /&gt;
==Inflicting/Triggering Status Conditions==&lt;br /&gt;
 When an attacker wants to inflict a Status condition onto a target, they choose an attack or ability that can inflict &#039;&#039;&#039;Status Magnitude&#039;&#039;&#039; for one or more conditions. Depending on whether the attack needs &#039;&#039;&#039;ToHit&#039;&#039;&#039; or not determines the interaction:&lt;br /&gt;
&lt;br /&gt;
===ToHit===&lt;br /&gt;
 If the attacker needs to land a hit on the target first, make an [[Attack Roll]] to determine accuracy and success. On a hit: The &#039;&#039;&#039;d12&#039;&#039;&#039; used in the roll, plus the &#039;&#039;&#039;Attribute bonus&#039;&#039;&#039; and &#039;&#039;&#039;bonus die&#039;&#039;&#039; associated with the weapon or attack is added together to create the total &#039;&#039;&#039;Status Magnitude&#039;&#039;&#039;. If that value meets or beats the target&#039;s Status Defence, the status is inflicted. The target may &#039;Save&#039; against the magnitude but the status will be inflicted &#039;&#039;&#039;regardless&#039;&#039;&#039; of save result.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;[ Total Magnitude = d12 + Attribute Bonus/Die + Bonus Die + Metaphor/Other Bonuses ]&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 ♦ Status Condition triggers on hit, regardless of Save Success or Failure.&lt;br /&gt;
&lt;br /&gt;
===Auto===&lt;br /&gt;
 If an ability to inflict a Status Conditions does not require an Attack Roll or ToHit. Then the attacker will roll a d12 with all relevant bonuses and repeat the process, only this time if the opponent Saves against the condition, they &#039;&#039;&#039;aren&#039;t affected&#039;&#039;&#039; at all.&lt;br /&gt;
 &lt;br /&gt;
 ♦ Status Condition only triggers if target fails their Save (with exception).&lt;br /&gt;
&lt;br /&gt;
==Status Severity==&lt;br /&gt;
 Status Severity denotes varying levels of intensity, based on the condition itself. The main severity states are &#039;&#039;&#039;Partial&#039;&#039;&#039;, &#039;&#039;&#039;Full&#039;&#039;&#039;, and &#039;&#039;&#039;Intense&#039;&#039;&#039;. A Status Condition should describe each effect state in its description or by Game-Master declaration.&lt;br /&gt;
 &lt;br /&gt;
 Conditions must have at least one state in order for its effect to function. A state called &#039;&#039;&#039;Suppressed&#039;&#039;&#039; can occur when a character has a status magnitude, but currently isn&#039;t &#039;inflicted&#039; upon the character.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Partial&#039;&#039;&#039; occurs when a Status condition has effects on a target but the Magnitude is &#039;&#039;&#039;less than&#039;&#039;&#039; the target&#039;s affected Status Defence. This can occur with statuses that ignore Status Defence, or the target Saved against a condition inflicted, thus reducing total magnitude by half.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Full&#039;&#039;&#039; occurs when Magnitude &#039;&#039;&#039;meets or exceeds&#039;&#039;&#039; their Defence.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Intense&#039;&#039;&#039; occurs when the Magnitude meets or exceeds &#039;&#039;&#039;10 points&#039;&#039;&#039; over the target&#039;s status threshold.&lt;br /&gt;
&lt;br /&gt;
==Status Save==&lt;br /&gt;
 When a magnitude meets or exceeds the target&#039;s Status Defence value, they may roll a [[Save]]. Success halves the magnitude (or negates the condition), failure means the full magnitude is inflicted.&lt;br /&gt;
&lt;br /&gt;
==Grapple/Restraint Checks==&lt;br /&gt;
 While most conditions falls under effects that a character might undergo internally (Poison, Fear...etc), some interactions are external and use Status Magnitude as a way to replicate the effects of &#039;&#039;&#039;Grapples&#039;&#039;&#039; and &#039;&#039;&#039;Restraints&#039;&#039;&#039;. A character caught in a trap they can escape from will gain a magnitude for the containment, and they can make checks to reduce magnitude until they finally escape.&lt;br /&gt;
 &lt;br /&gt;
 If such a condition requires ToHit, then the target will be affected regardless of Save success, otherwise succeeding on a Save prevents containment or capture. When a character is affected, they can start rolling &#039;&#039;&#039;Escape&#039;&#039;&#039; checks to reduce the magnitude of their condition every [[Action Frame]] until the magnitude is 0 or less and break out.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;[Magnitude Reduction = d12 + Strength OR Agility Attribute + Other Bonuses ]&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 So if a character is caught in a net with a magnitude of 20, they can take a frame of time to roll a d12 with Agility or Strength to subtract the magnitude of the net, when the mag hits 0, the character is freed and can act normally that frame.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Grapples&#039;&#039;&#039;&lt;br /&gt;
 When the interaction is caused by a creature grasping, or pinning the character in place, the magnitude of the condition becomes a matter of how often the Grappler &#039;&#039;&#039;maintains their grip&#039;&#039;&#039; on the target and whether the target can reduce the Grapple magnitude to 0 and break free regardless of the Grappler&#039;s intentions. Grapple strength is determined by:&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;[Grapple Magnitude = d12 + Strength OR Agility Bonus + Relevant Metaphors/Bonuses ]&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 The Grappler&#039;s initial magnitude becomes the TN required to escape. As a (Re)Action, the grappler can roll a grapple to &#039;&#039;&#039;reset&#039;&#039;&#039; the magnitude back up to a value equal or higher than the current magnitude. In effect, a grappled character may be prevented from escaping by having the grappler be vigilant and refresh their grapple magnitude with their action economy.&lt;br /&gt;
 &lt;br /&gt;
 Because of the nature regarding grappling opponents, if the grappler is much &#039;&#039;&#039;bigger&#039;&#039;&#039; than the grappled character, their Magnitude may be multiplied by the [[Size]] rating difference between the two. If the grappler is much &#039;&#039;&#039;smaller&#039;&#039;&#039;, then it ceases to be about grappling and control and becomes more of a &#039;Climbing grip&#039; check or mechanic.&lt;br /&gt;
&lt;br /&gt;
==Status condition Glossary==&lt;br /&gt;
 Status conditions can be broken down into &#039;&#039;&#039;Effect&#039;&#039;&#039;, &#039;&#039;&#039;Affected Core&#039;&#039;&#039;, &#039;&#039;&#039;Magnitude&#039;&#039;&#039; and &#039;&#039;&#039;Persistence&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Effect (Minor/Full/Intense)===&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;big&amp;gt;Effect&amp;lt;/big&amp;gt;&#039;&#039;&#039; is what the status condition does when a character is affected by it. Versions for all three active states can exist.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Example Condition Effects&#039;&#039;&#039;&lt;br /&gt;
 ♦ &#039;&#039;&#039;&amp;lt;big&amp;gt;Poison&amp;lt;/big&amp;gt;&#039;&#039;&#039;: Deals &#039;&#039;&#039;X poison damage&#039;&#039;&#039; to target every 6 seconds (one round) or 1 minute outside of combat, X can be different depending on the Poison. Partial deals half the value of X whereas Intense doubles Poison damage taken.&lt;br /&gt;
 &lt;br /&gt;
 ♦ &#039;&#039;&#039;&amp;lt;big&amp;gt;Ignite/Burn&amp;lt;/big&amp;gt;&#039;&#039;&#039;: Deals &#039;&#039;&#039;X fire damage&#039;&#039;&#039; to target every 6 seconds, where X is arbitrarily determined by circumstance. If Target fails a save at Status threshold, they suffer a &#039;Burn Injury&#039; equal to this condition&#039;s highest magnitude, user takes 1.5x more damage (rounded down) from attacks to the affected area. Agility checks can be rolled to smother flames and get rid of the condition faster.&lt;br /&gt;
 &lt;br /&gt;
 ♦ &#039;&#039;&#039;&amp;lt;big&amp;gt;Fear&amp;lt;/big&amp;gt;&#039;&#039;&#039;: Partial: Character suffers one stage of Disadvantage to approach take actions that involve approaching the Fear target. Full: Character will be &#039;&#039;&#039;unable&#039;&#039;&#039; to do any actions towards the &#039;&#039;&#039;source of its fear&#039;&#039;&#039; and flee as far away from it as possible.&lt;br /&gt;
 Intense: Each round that a target is in the presence of their Fear target, they lose health equal to their Fear Magnitude.&lt;br /&gt;
 &lt;br /&gt;
 ♦ &#039;&#039;&#039;&amp;lt;big&amp;gt;Mind Control / Charm&amp;lt;/big&amp;gt;&#039;&#039;&#039;: Partial: Character suffers one stage of Disadvantage against a target that has Mind-controlled/Charmed them. Full: A Controlled/Charmed character is compelled to act in the interest of their master and will be unable to act otherwise unless they break free of control through Break checks. Intense: Character can&#039;t roll Break checks to escape Mind-Control or Charm effect unless disrupted externally.&lt;br /&gt;
 &lt;br /&gt;
===Affected Core===&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;big&amp;gt;Affected Core&amp;lt;/big&amp;gt;&#039;&#039;&#039; indicates which of the target&#039;s character’s Core Value or &#039;&#039;&#039;Status Defences&#039;&#039;&#039; is affected by this condition.&lt;br /&gt;
 &lt;br /&gt;
 Generally physiological conditions are &#039;&#039;&#039;Body-affecting&#039;&#039;&#039; and psychological conditions are &#039;&#039;&#039;Mind-based&#039;&#039;&#039;. Some special states like being caught inside a trap or grappled by an enemy can also be &#039;&#039;&#039;Reflex-affecting&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Magnitude===&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;big&amp;gt;Magnitude&amp;lt;/big&amp;gt;&#039;&#039;&#039; is a numerical value that states how many &#039;&#039;&#039;Status points&#039;&#039;&#039; are applied when an attack or ability inflicts it, and depending on the condition&#039;s Persistence property, may also stay on the affected target for a period of time.&lt;br /&gt;
 &lt;br /&gt;
 Magnitude is usually the sum of the &#039;&#039;&#039;d12&#039;&#039;&#039; used in the check, plus any bonus die from an attack or weapon, plus any Versatile Bonuses that can be used to represent magnitude. The total amount is compared to the target&#039;s Status Defence and if it is equal or greater, the condition can be inflicted.&lt;br /&gt;
&lt;br /&gt;
===Persistence===&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;big&amp;gt;Persistence&amp;lt;/big&amp;gt;&#039;&#039;&#039; is how long a status condition’s magnitude remains after being inflicted upon a character. By default, Status conditions &#039;&#039;&#039;fade immediately&#039;&#039;&#039; when it fails to inflict a status condition. However magnitudes that linger or persist will remain as a value on the target without inflicting the condition, this value can be added to future attempts to inflict the condition.&lt;br /&gt;
 &lt;br /&gt;
 One big example of a persisting magnitude is &#039;&#039;&#039;Exposure&#039;&#039;&#039;, if a character is standing in an area filled with toxic smoke, they will continue to build up magnitude of toxic inhalation as long as they remain in that area. Being splashed with acid will cause the Acid to persist even after exposure and getting more Acid on yourself will increase the magnitude higher.&lt;br /&gt;
&lt;br /&gt;
==Exertion==&lt;br /&gt;
 This topic is covered under it&#039;s own page, [[Exert]].&lt;br /&gt;
 &lt;br /&gt;
 When a character becomes more tired through the use of abilities or general activity, they build up points of &#039;&#039;&#039;Exert&#039;&#039;&#039; which has it&#039;s own special designation on the character sheet. Characters don&#039;t suffer any effects until Exert meets or exceeds their &#039;&#039;&#039;Exert Threshold&#039;&#039;&#039;. A character becomes &#039;Tired&#039; if they reach this state and &#039;&#039;&#039;lose Advantage&#039;&#039;&#039; in all checks. If their Exert reaches Intense (10 or more), they become exhausted and suffer Disadvantage to all checks and may pass out.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Character_Creation&amp;diff=535</id>
		<title>Character Creation</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Character_Creation&amp;diff=535"/>
		<updated>2026-03-06T21:44:07Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
 When you have decided on what kind of character you would like to create. You can record all your character stats and information to the character sheet provided: [https://docs.google.com/spreadsheets/d/1LW2_xME7MItWH1jfz711WY0tKHBHugYz3ftupmVjNGQ/edit?usp=sharing Metaforce Character Sheet (Template)]&lt;br /&gt;
 &lt;br /&gt;
 This Google-Sheets version of the Character Sheet can auto-calculate various stats based on the Attributes, Level and starting parameters given.&lt;br /&gt;
&lt;br /&gt;
==Default Values==&lt;br /&gt;
 As a Game Master, you can set up characters however you like for your game setting. This is a list of defaults if you are unsure:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Parameter !! Recommended Value !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Base HP || 10 || Starting amount of Hit Points for a Medium character. (Check [[Size]] or character [[Race]] for different values, same with HPLV.)&lt;br /&gt;
|-&lt;br /&gt;
| HPLV || 4 || Extra Hit Points given for each Level and Body point.&lt;br /&gt;
|-&lt;br /&gt;
| Base MP || 12 || Starting amount of [[Meta Point]]s.&lt;br /&gt;
|-&lt;br /&gt;
| MPLV || 3 || Extra Meta-points given for each level.&lt;br /&gt;
|-&lt;br /&gt;
| Base Body || 5 || Starting amount of Body Core value, may be affected by character creation options.&lt;br /&gt;
|-&lt;br /&gt;
| Base Reflex || 5 || Starting amount of Reflex Core value, may be affected by character creation options.&lt;br /&gt;
|-&lt;br /&gt;
| Base Mind || 5 || Starting amount of Mind Core value, may be affected by character creation options.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attribute Setup==&lt;br /&gt;
 To create a character foundation you start with their Attribute Points. Depending on your game settings, some of these steps may be changed or skipped. This is a breakdown of the typical Attribute setup.&lt;br /&gt;
&lt;br /&gt;
===Step 1: Racial-Adjustments===&lt;br /&gt;
 A character&#039;s species and/or genetic base can serve physiological and cultural adjustments to Attribute scores. Because each species can vary, this step is very dependant on what is written on the [[Race|Racial]] information of each species.&lt;br /&gt;
 &lt;br /&gt;
 Other attribute-based bonuses and features will be present, but the most relevant one here are the &#039;&#039;&#039;Attribute Points&#039;&#039;&#039; given. +1s and +2s are common with species who are naturally keen in these areas. &#039;&#039;&#039;Negative scores&#039;&#039;&#039; are also possible.&lt;br /&gt;
 &lt;br /&gt;
 If the game or character doesn’t support/use racial adjustments, this step can be &#039;&#039;&#039;skipped&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Step 2: Pick a Core Value===&lt;br /&gt;
 Ask the player:&lt;br /&gt;
 &#039;&#039;&#039;&amp;quot;Which of the [[Core Value]]s&#039;&#039;&#039; do you want your character to &#039;&#039;&#039;specialise&#039;&#039;&#039; in?&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;Body&#039;&#039;&#039;&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&#039;&#039;&#039;Reflex&#039;&#039;&#039;&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;&#039;&#039;&#039;Mind&#039;&#039;&#039;&amp;lt;/code&amp;gt;?&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 The player&#039;s choice will determine their &#039;&#039;&#039;starting Attribute point&#039;&#039;&#039; allocations, this &#039;&#039;&#039;stacks&#039;&#039;&#039; with points gained from the character&#039;s race/species. The character always gains +1 to their primary core Attributes. They then get &#039;&#039;&#039;three&#039;&#039;&#039; Attribute points to distribute to any Attributes affected by the Core value.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=99 | Core Value Allocations are as follows:&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Core Value&#039;&#039;&#039; || &#039;&#039;&#039;Primary Attributes&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Mandatory +1s)&amp;lt;/small&amp;gt; || &#039;&#039;&#039;All affected Attributes&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;(Three +1s to any Attributes shown)&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Body || Strength &amp;amp; Endurance || Strength, Endurance, Agility, and/or Charisma&lt;br /&gt;
|-&lt;br /&gt;
| Reflex || Agility &amp;amp; Perception || Strength, Agility, Perception, and/or Intellect&lt;br /&gt;
|-&lt;br /&gt;
| Mind || Intellect &amp;amp; Charisma || Endurance, Perception, Intellect, and/or Charisma.&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
 If the character or scenario &#039;&#039;&#039;doesn&#039;t use&#039;&#039;&#039; or support racial adjustments, then increase the mandatory +1 values to &#039;&#039;&#039;+2s&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
 A player can opt to move one Primary Attribute +1 to another Attribute (even a secondary attribute), but they must have at least one primary attribute intact. i.e. Choosing Body as a Core can let you &#039;&#039;&#039;swap out&#039;&#039;&#039; Strength or Endurance for Agility or Charisma, but &#039;&#039;&#039;not both&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Step 3: Level up to First Level===&lt;br /&gt;
 Just like with any level up, the character gains an Attribute point they can assign to any Attribute, even if it raises it higher than their level. Then to finish, the character gains benefits as if they had increased their [[Level]] to 1. They gain a Training point and stats are updated to the new level. If the character acquires anything at 1st level, they gain it now.&lt;br /&gt;
&lt;br /&gt;
==Starting Metaphor Arrays==&lt;br /&gt;
 &#039;&#039;&#039;Primary Metaphors&#039;&#039;&#039;&lt;br /&gt;
 Normally, each character starts with a &#039;&#039;&#039;+4 and +3 [[Metaphor]]&#039;&#039;&#039;, meaning one can create a Metaphor with a +4 Rank, and another Metaphor at +3 Rank. In addition, these Metaphors also start with a number of Metaphor components equal to their rank, or combine ranks to singular components.&lt;br /&gt;
  &lt;br /&gt;
 &#039;&#039;&amp;lt;small&amp;gt;&amp;quot;A character decides they want their +4 Metaphor to have two Components at +2 instead of having four at +1. This is allowed because they combined Component ranks together to enhance one of their remaining choices.&amp;quot;&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Secondary Metaphors&#039;&#039;&#039;&lt;br /&gt;
 An additional array of &#039;&#039;&#039;+2, +2, +2, +1&#039;&#039;&#039; is given to players to fill out their other skills and abilities. These denote the ranks of each Metaphor and like before, they start with a number of Metaphor Component ranks of &#039;&#039;&#039;equal value&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
 Players may choose a different array with more potent Metaphor values in exchange for variety. Other arrays they can choose include:&lt;br /&gt;
 • (&#039;&#039;&#039;+3, +2, +1&#039;&#039;&#039;) for a more &#039;&#039;&#039;rounded&#039;&#039;&#039; distribution of Metaphors, or&lt;br /&gt;
 • (&#039;&#039;&#039;+4&#039;&#039;&#039;) for &#039;&#039;&#039;master of one&#039;&#039;&#039; style of gameplay.&lt;br /&gt;
&lt;br /&gt;
==Calculating Derived Stats==&lt;br /&gt;
 After figuring out a character&#039;s Attributes, several stats can be calculated. These are &#039;&#039;&#039;[[Hit Point]]s (HP)&#039;&#039;&#039;, &#039;&#039;&#039;[[Meta Point|Meta-points]] (MP)&#039;&#039;&#039;, and the defense stats &#039;&#039;&#039;[[Deflection]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Evasion]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;HP and MP&#039;&#039;&#039;&lt;br /&gt;
 A character&#039;s &#039;&#039;&#039;Max HP&#039;&#039;&#039; is calculated by adding &#039;&#039;&#039;base HP&#039;&#039;&#039; to the sum of&lt;br /&gt;
 &#039;&#039;&#039;HPLV * (Level + Body)&#039;&#039;&#039;.&lt;br /&gt;
 If the character&#039;s [[Size]] is greater than 1, then multiply their HP and Max HP by their Size-Rating.&lt;br /&gt;
 &lt;br /&gt;
 A character&#039;s &#039;&#039;&#039;Max MP&#039;&#039;&#039; is calculated by adding their &#039;&#039;&#039;base MP&#039;&#039;&#039; to the sum of&lt;br /&gt;
 &#039;&#039;&#039;MPLV * Level&#039;&#039;&#039;.&lt;br /&gt;
 No core value directly affects Max MP, but you can spend &#039;&#039;&#039;experience&#039;&#039;&#039; to increase it by one and fully restore missing MP in the process (if allowed by the [[Game Master|GM]]).&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Deflection and Evasion&#039;&#039;&#039;&lt;br /&gt;
 A character&#039;s &#039;&#039;&#039;Evasion&#039;&#039;&#039; is simply their &#039;&#039;&#039;Reflex&#039;&#039;&#039; core value.&lt;br /&gt;
 A character&#039;s &#039;&#039;&#039;Deflection&#039;&#039;&#039; is simply their &#039;&#039;&#039;Body&#039;&#039;&#039; core value.&lt;br /&gt;
 &lt;br /&gt;
 Although regardless of a character&#039;s slowness, Evasion can never be &#039;&#039;&#039;less than 6&#039;&#039;&#039;, as 6 is considered the necessary accuracy to hit anything that can defend itself. Immobilised or Incapacitated creatures will have an Evasion of 0.&lt;br /&gt;
  &lt;br /&gt;
 Deflection can never be &#039;&#039;&#039;less&#039;&#039;&#039; than their Evasion, and if a character&#039;s Deflection is &#039;&#039;&#039;more than 10&#039;&#039;&#039; points higher than its Evasion, their Evasion becomes &#039;&#039;&#039;Deflection - 10&#039;&#039;&#039;. Some protective equipment and armours can decrease this value to raise Evasion sooner and higher. &lt;br /&gt;
&lt;br /&gt;
==Post-Creation==&lt;br /&gt;
 After a character has been created at level one and their Traits, Attributes, and Metaphors are completed, the character should now be in a playable state. Shown below are some progression systems you should be aware of as your character gains [[Experience]] and eventually gains new character [[Level]]s.&lt;br /&gt;
&lt;br /&gt;
===Character Arcs===&lt;br /&gt;
 Characters may have multiple progression tracks known as [[Arc]]s. They can be progressed by [[Level|levelling up]], or by meeting certain conditions or goals. These can be compared to mechanics such as Character Classes, or unlocks for one&#039;s species and/or role.&lt;br /&gt;
&lt;br /&gt;
===Character Levels===&lt;br /&gt;
 Characters gain [[Level|levels]] by spending [[Experience]], which turns into &#039;&#039;&#039;Level Points&#039;&#039;&#039;. Having enough Level points allows the character to go through the Level-up process. Levels can only be gained &#039;&#039;&#039;incrementally&#039;&#039;&#039;, so a level 1 character must ascend to &#039;&#039;&#039;level 2&#039;&#039;&#039; before they can ascend to level 3.&lt;br /&gt;
&lt;br /&gt;
===Gaining Max HP and MP===&lt;br /&gt;
 Raising a character&#039;s level will increase their &#039;&#039;&#039;Maximum HP and MP&#039;&#039;&#039;, the amount is determined by the character&#039;s HPLV and MPLV parameters. HP is affected by the Body Core Value as well, so Max HP may raise twice during a level-up. Max MP only increases through level-up and/or spending experience directly to increase it.&lt;br /&gt;
&lt;br /&gt;
===Training Points===&lt;br /&gt;
 A character gains a &#039;&#039;&#039;Training Point (TP)&#039;&#039;&#039; at creation and another one for every &#039;&#039;&#039;Level-up&#039;&#039;&#039;, these can be used in conjunction with Experience points sometimes to improve characters further. Spending experience on these improvements does give Level-Points that count towards a character&#039;s next level.&lt;br /&gt;
 &lt;br /&gt;
 The following options use TP and XP:&lt;br /&gt;
 ♦ &#039;&#039;&#039;Increase Attribute&#039;&#039;&#039;: For One Training-Point, plus some experience, you can improve a character&#039;s &#039;&#039;&#039;Attribute score by 1&#039;&#039;&#039;, though no Attribute can be higher than the character&#039;s &#039;&#039;&#039;level&#039;&#039;&#039; when improved this way. Experience cost is treated as if they were improving a Metaphor rank.&lt;br /&gt;
 &lt;br /&gt;
 ♦ &#039;&#039;&#039;Learn Metaphor&#039;&#039;&#039;: A character can immediately gain a &#039;&#039;&#039;Rank&#039;&#039;&#039; in a new Metaphor for any skill, power or ability they could realistically obtain. The cost is one Training Point, plus experience points equal to the the &#039;&#039;&#039;number of Metaphors obtained this way&#039;&#039;&#039; plus one.&lt;br /&gt;
 &lt;br /&gt;
 The created Metaphor starts at +1 Rank with a +1 Metaphor component installed for free. If at least 6 XP was spent on this new Metaphor, it starts as a +2 Rank Metaphor with up to 2 Ranks of Metaphor components instead. And if at least 12 XP was spent, it starts with +3 Rank and 3 ranks of Metaphor components instead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;XP Spent&#039;&#039;&#039; || &#039;&#039;&#039;Metaphor Rank&#039;&#039;&#039; || &#039;&#039;&#039;Component Rank count&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || +1 || 1 Rank&lt;br /&gt;
|-&lt;br /&gt;
| 6 || +2 || 2 Ranks&lt;br /&gt;
|-&lt;br /&gt;
| 12 || +3 || 3 Ranks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Alternate Progression===&lt;br /&gt;
 [[Metaphor]]s and [[Attribute]]s can be created and improved in the ways described above. But these aspects can also be granted and improved more naturally by doing various tasks and roleplay in game. Examples like practising and training during their downtime, being trained by someone who knows the skill/ability, or reading training materials like books.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Training Checks&#039;&#039;&#039;&lt;br /&gt;
 First the character must decide what they want to train up. Their Attributes or their Metaphor Ranks. For entirely new skills and abilities (Metaphors), the target-number is normally &#039;&#039;&#039;10&#039;&#039;&#039;. The character can roll&lt;br /&gt;
 &#039;&#039;&#039;d12 + Appropriate Attribute modifier&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 If they manage to meet or beat the TN in a single check, they will gain a +1 Rank Metaphor of that skill or ability. Each attempt is an in-game day dedicated to learning this new skill.&lt;br /&gt;
 &lt;br /&gt;
 The Appropriate Attribute modifier is usually the Attribute that new skill/ability &#039;&#039;&#039;uses&#039;&#039;&#039; in its own checks. a Metaphor that is affected by Perception uses Perception to learn and improve.&lt;br /&gt;
&lt;br /&gt;
 For existing stats like Attributes and Metaphors they already know. The Target number to increase their rank is&lt;br /&gt;
 &#039;&#039;&#039;10 * (Rank + 1)&#039;&#039;&#039;&lt;br /&gt;
 &amp;lt;small&amp;gt;Where the Rank is the character&#039;s current Attribute value or Metaphor rank.&amp;lt;/small&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 Improving existing Attributes or Metaphors this way are made as &#039;&#039;&#039;Progress checks&#039;&#039;&#039; over the course of multiple in-game days. Except the roll uses the formula:&lt;br /&gt;
 &#039;&#039;&#039;d12 + Attribute + Rank (+ Progress)&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 If the roll result fails to reach the target number, then half the result is saved and added to their &#039;&#039;&#039;Progress bonus&#039;&#039;&#039;. Add the character&#039;s Progress bonus to future rolls until they succeed. When a character succeeds in this way, they gain &#039;&#039;&#039;Level Points&#039;&#039;&#039; equal to the amount of experience needed to attain this rank otherwise.&lt;br /&gt;
 &lt;br /&gt;
 Training Metaphors allows an attempt every day, however trying to raise a Metaphor rank to a value higher than the character&#039;s &#039;&#039;&#039;level&#039;&#039;&#039; will extend the attempt cooldown to &#039;&#039;&#039;once per week&#039;&#039;&#039; instead (or 5 days minimum depending on in-game calendars). Characters can train Metaphor Components as well as Metaphor ranks.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Improving Attributes&#039;&#039;&#039;&lt;br /&gt;
 When permitted by the GM, characters can also naturally train to raise their Attributes to new heights. It follows the same rules as Metaphors except the &#039;Rank&#039; is the character&#039;s current Attribute + 1. There is an additional cost of &#039;&#039;&#039;One Training Point&#039;&#039;&#039; needed to start Attribute training, and the Attribute chosen can&#039;t be raised higher than the character&#039;s own &#039;&#039;&#039;level&#039;&#039;&#039;. &lt;br /&gt;
 &lt;br /&gt;
 The Target number for gaining an Attribute is:&lt;br /&gt;
 &#039;&#039;&#039;25 * (Attribute Rank + 1)&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 And the roll for these checks are:&lt;br /&gt;
 &#039;&#039;&#039;d12 + Attribute (+ Progress)&lt;br /&gt;
 &lt;br /&gt;
 Half of a failed roll is saved as a Progress Bonus and added to future attempts, it resets when the character succeeds. The character gains Level Points equal to the amount of experienced normally required to increase this Attribute otherwise upon success.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Character_Sheet&amp;diff=534</id>
		<title>Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Character_Sheet&amp;diff=534"/>
		<updated>2026-03-06T21:43:37Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; A &amp;lt;code&amp;gt;&#039;&#039;&#039;Character Sheet&#039;&#039;&#039;&amp;lt;/code&amp;gt; is a critically important document and record of a character&#039;s stats, Metaphors and equipment. This page will provide information to obtain and explain terms on the character sheet used in Metaforce.&lt;br /&gt;
 &lt;br /&gt;
 The character sheet for Metaforce can be found on Google Sheets, anyone is permitted to create a copy for their own characters, you can find the link here: &amp;lt;big&amp;gt;[https://docs.google.com/spreadsheets/d/1LW2_xME7MItWH1jfz711WY0tKHBHugYz3ftupmVjNGQ/edit?usp=sharing Metaforce Character Sheet (Template)]&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Legend==&lt;br /&gt;
 The colour coding used on the Character sheet is important. &lt;br /&gt;
 &lt;br /&gt;
 ♦ &#039;&#039;&#039;White/Yellow&#039;&#039;&#039; fields are &#039;&#039;&#039;free&#039;&#039;&#039; for players to edit how they like.&lt;br /&gt;
 ♦ &#039;&#039;&#039;Green&#039;&#039;&#039; fields are editable, but should only be changed or set by the &#039;&#039;&#039;Game-Master&#039;&#039;&#039; of the game the character is involved in.&lt;br /&gt;
 ♦ &#039;&#039;&#039;Blue&#039;&#039;&#039; fields should &#039;&#039;&#039;not&#039;&#039;&#039; be edited, either they serve as headers for fields or they are auto-calc fields that will &#039;&#039;&#039;break&#039;&#039;&#039; if edited.&lt;br /&gt;
&lt;br /&gt;
===Character Details===&lt;br /&gt;
 Located at the top left of the page, the player can enter various details about their character including their name, typed appearance, links to visuals and so on.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Player&#039;&#039;&#039;&lt;br /&gt;
 Name or alias of the person this character belongs to.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Character Name&#039;&#039;&#039;&lt;br /&gt;
 Name of the character the sheet is for.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Art URL&#039;&#039;&#039;&lt;br /&gt;
 Enter a hyperlink to an image that others can use to look at the character visually.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
 A single line for adding notes that are important to the player or the Game-Master.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Race/Species&#039;&#039;&#039;&lt;br /&gt;
 The name of the character&#039;s species, race and/or sub-race. Can also include creature type.&lt;br /&gt;
 &lt;br /&gt;
 [[Size Rating]]&lt;br /&gt;
 The Size factor for the character, normal human-sized characters are Size 1 by default.&lt;br /&gt;
 (Three fields on the right show the projected Height and weight of a character in feet, pounds and meters)&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Base Attribute Points&#039;&#039;&#039;&lt;br /&gt;
 Determines the starting number of Attribute points given to a character at creation. Default: 8. Game-master can change this.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Experience&#039;&#039;&#039;&lt;br /&gt;
 Field to store the amount of Experience points character currently owns.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Move Speed (in Squares)&#039;&#039;&#039;&lt;br /&gt;
 Shows the distance a character can move in a Combat/Encounter round for free, and the number of squares moved on a grid.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Range/Space (in Squares)&#039;&#039;&#039;&lt;br /&gt;
 Shows the amount of physical space and the natural reach of a character. Both values scale alongside each other but actual values may vary by circumstance.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;big&amp;gt;Carry Capacity&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;Carry Bonus&#039;&#039;&#039;&lt;br /&gt;
 Adds an amount of extra item Bulk that a character can carry. Default: 0.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Load&#039;&#039;&#039;&lt;br /&gt;
 Displays the current amount of Item/Equipment Bulk carried by character. Affected by Inventory section (shown below).&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Load (%)&#039;&#039;&#039;&lt;br /&gt;
 An informational calculation of how loaded a character is by a percentage. Anything 100% or greater will incur severe penalties. Calculated by taking the &#039;Remaining&#039; value and dividing it by &#039;Max&#039;.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Remaining&#039;&#039;&#039;&lt;br /&gt;
 Shows the remaining number of Item bulk points remaining before a character is overloaded.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Max&#039;&#039;&#039;&lt;br /&gt;
 Shows the character&#039;s actual Item Bulk capacity. Affected by the character&#039;s Body Core Value and Carry Bonus.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Currencies&#039;&#039;&#039;&lt;br /&gt;
 Three open fields for a player to record any miscellaneous currencies they hold, mundane or otherwise.&lt;br /&gt;
&lt;br /&gt;
===Attributes / Core Values / Combat===&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;big&amp;gt;Attributes&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;XP to UP&#039;&#039;&#039;&lt;br /&gt;
 Auto-calc indicators showing how many experience points are required to improve the Attribute on the same row by one.&lt;br /&gt;
 Remember: If you are improving an Attribute in this way, make sure you increment &#039;&#039;&#039;Attribute Up&#039;&#039;&#039; by one and have non-zero points in &#039;&#039;&#039;Points Remaining (left)&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Modifier&#039;&#039;&#039;&lt;br /&gt;
 Enter positive (or negative) values to change the character&#039;s Attribute modifiers. They automatically affect Core Values.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Dice Rank&#039;&#039;&#039;&lt;br /&gt;
 Depending on the modifier entered previously, assign the appropriate [[Meta Dice]]. If at zero, leave blank.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;XP to Level&#039;&#039;&#039;&lt;br /&gt;
 The value on the right shows how many experience points are required to increase the character&#039;s level by one.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Points Remaining&#039;&#039;&#039;&lt;br /&gt;
 The value on the right shows how many Attribute points need to be assigned to the Attribute modifiers.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Level / Limit&#039;&#039;&#039;&lt;br /&gt;
 The value below denotes both the character&#039;s Level, as well as the maximum Attribute modifiers permitted for that level.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;big&amp;gt;Resources&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;HP (Current, Max)&#039;&#039;&#039;&lt;br /&gt;
 Shows a field the player can enter their current HP amount, and an auto-calc field of the character&#039;s Maximum HP after accounting for their other stats.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;MP (Current, Max)&#039;&#039;&#039;&lt;br /&gt;
 Same principle as HP, except for Meta-points.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Fatigue (Current, Max)&#039;&#039;&#039;&lt;br /&gt;
 A pair of fields used to track Fatigue for characters. See [[Status Magnitude]] for more information.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;%&#039;&#039;&#039;&lt;br /&gt;
 Uses the Current and Max value of each resource to produce a percentage of remaining HP/MP, or how fatigued a character is.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Max Bonus&#039;&#039;&#039;&lt;br /&gt;
 Value adds a flat bonus to Maximum HP, MP or Fatigue respectively. Generally for permanent modifiers.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;big&amp;gt;Core Values&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;Base&#039;&#039;&#039;&lt;br /&gt;
 These values are the permanent Core values to which all other stats are determined by. Each row is affected by different Attributes.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Base Bonus&#039;&#039;&#039;&lt;br /&gt;
 For modifiers to Core values that are permanently affecting, these will change stats beyond gaining Attribute points.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Status&#039;&#039;&#039;&lt;br /&gt;
 These values help determine the character&#039;s status resistance per Core value. These don&#039;t affect other stats.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Status Bonus&#039;&#039;&#039;&lt;br /&gt;
 This modifier affects the character&#039;s Core value status resistance.&lt;br /&gt;
===Combat / Resistances===&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;big&amp;gt;Combat Stats&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;Status Threshold (Stat, Effective)&#039;&#039;&#039;&lt;br /&gt;
 These values show what the character&#039;s full, effective status resistance to any effects that target a Core value.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Defense (Evasion, Deflection)&#039;&#039;&#039;&lt;br /&gt;
 Shows the character&#039;s effective Evasion and Deflection values used in [[Combat]] scenarios.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Initiative&#039;&#039;&#039;&lt;br /&gt;
 Shows the bonus a character applies when rolling for Initiative for combat, base value is the same as Reflex.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;(Equipment, Temp Bonus)&#039;&#039;&#039;&lt;br /&gt;
 These fields can allow modifiers and bonuses based on two principles. Equipment is for any bonuses provided by objects worn or held by the character, and Temp Bonuses for effects that don&#039;t last forever but still affect the appropriate stat.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;big&amp;gt;Resistances&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 A list of pre-built damage types have been provided, these fields are freely editable to accommodate any game type that may or may not have need for these default types.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Reduction&#039;&#039;&#039;&lt;br /&gt;
 Value that shows how many damage points are reduced (or added, if negative) when a type of damage is dealt to the character.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Base&#039;&#039;&#039;&lt;br /&gt;
 Controls the amount of Damage Reduction a character takes that is constant/permanently applied without outside assistance.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
 Another modifier field for damage reduction brought about by items and equipment such as armour.&lt;br /&gt;
&lt;br /&gt;
===Sheet Parameters===&lt;br /&gt;
 These can be found at the bottom of the left side of the sheet. These control how certain calculations work and some can be used to customise a character.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;big&amp;gt;Sheet Parameters&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;Experience to Level&#039;&#039;&#039;&lt;br /&gt;
 Controls the base amount of experience points required to level up. Usually set to the number of Attribute points given at creation.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;EXP to Level Increment&#039;&#039;&#039;&lt;br /&gt;
 Controls the increase in cost to Level up after leveling up. Usually set to 2 (default number of Attribute points per level).&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Attribute UPs per Level&#039;&#039;&#039;&lt;br /&gt;
 This affects how many Attribute-improvement opportunities a character has per level, including first level. Usually set to 1.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Core Value on Level&#039;&#039;&#039;&lt;br /&gt;
 This changes whether a character gains +1 to all Core values each time they level. Set to 0 by default.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Attribute on Level&#039;&#039;&#039;&lt;br /&gt;
 Controls the amount of Attribute points given after every level-up. Set to 2 by default. Usually matched with &#039;EXP to Level Increment&#039;.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Level-1&#039;&#039;&#039;&lt;br /&gt;
 Simply the character&#039;s level minus one. You should not touch this value.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Half Level&#039;&#039;&#039;&lt;br /&gt;
 This shows the character&#039;s level divided by 2, rounded down. Again, do not touch.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Third Level&#039;&#039;&#039;&lt;br /&gt;
 This shows the character&#039;s level divided by 3, rounded down. Can&#039;t touch this.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Base Body, Base Reflex, Base Mind&#039;&#039;&#039;&lt;br /&gt;
 These values determine the number of Core values (each) a character starts with, before adding their Attributes.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Base Height, Base Weight&#039;&#039;&#039;&lt;br /&gt;
 Players can set these values to determine the height (in feet) and weight (in pounds) of their character at Size 1 (human size).&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Size Mod&#039;&#039;&#039;&lt;br /&gt;
 This field is used by the sheet to determine the character&#039;s Size Rating minus one. You shouldn&#039;t touch this either.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;HPLV&#039;&#039;&#039;&lt;br /&gt;
 This is the HP multiplier, or &#039;hitdie&#039; for the character. Should be an even number and is set to 6 by default.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;MPLV&#039;&#039;&#039;&lt;br /&gt;
 This is the MP multiplier used to calculate [[Meta Point|Meta-Points]]. This can be any whole number but is set to 3 by default.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Speed Bonus&#039;&#039;&#039;&lt;br /&gt;
 This modifies the character&#039;s movement speed in feet. This value is affected by [[Size Rating]]. Should not be used for speed penalties.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Base Speed&#039;&#039;&#039;&lt;br /&gt;
 This alters the base amount of movement speed for a character. This adds/subtracts speed so is unaffected by Size.&lt;br /&gt;
&lt;br /&gt;
===Metaphors===&lt;br /&gt;
 This section is located right of the previous sections. This is where you will record the values and effects of a character&#039;s [[Metaphor|Metaphors]]. This list is &#039;&#039;&#039;not limited&#039;&#039;&#039; by number of Metaphors, you are free to expand/drag the list downwards to make more room if needed.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Ability&#039;&#039;&#039;&lt;br /&gt;
 Where you would write the name of the Metaphor being recorded.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Sub-Ability&#039;&#039;&#039;&lt;br /&gt;
 Where you would write the name of the Sub-ability belonging to the Ability listed above. Leave blank if you are using this line to define a Metaphor&#039;s Ability.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Value&#039;&#039;&#039;&lt;br /&gt;
 This field is where you write down the number or value of a Metaphor Ability or Sub-Ability. Values of 0 or - are permitted but treated as inactive or not obtained.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
 A single line to clearly define and describe the scope and bonus of a Metaphor Ability, or the conditions and bonus of a Sub-Ability. If you need more room to explain a Metaphor, you can use the next section &#039;&#039;&#039;&#039;Powers &amp;amp; Traits&#039;&#039;&#039;&#039; to write a baseline.&lt;br /&gt;
&lt;br /&gt;
===Traits &amp;amp; Features===&lt;br /&gt;
 This sections is right of &#039;&#039;&#039;Metaphors&#039;&#039;&#039; and may require scrolling on most computers. Like Metaphors, the list is not limited, expand the rows down if required.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
 The name of the Power, Trait, Ability or Metaphor being described. If it is a Metaphor, using the same name helps draw a connection to the two. If it is a Progression, you can denote the minimum level for this feature to become active. &lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
 Another single-line field to help describe the properties and operations of a trait or feature, and whether it relates to a Metaphor owned.&lt;br /&gt;
&lt;br /&gt;
===Inventory===&lt;br /&gt;
 This section is located right of &#039;&#039;&#039;Powers &amp;amp; Traits&#039;&#039;&#039;. This is a good place to list all the items held and worn by a character. It also features a mechanic to calculate Item bulk in an earlier section.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Quantity / Status&#039;&#039;&#039;&lt;br /&gt;
 This field serves a dual-purpose. If the item is a piece of equipment then words such as &#039;Worn&#039; &#039;Held&#039; or &#039;Equipped&#039; can denote such items are actively used. Other items such as consumables can have a number next to them to indicate how many are carried.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
 Write the name of the Item or Equipment being recorded. You may also add plus numbers (+1) if relevant.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
 Helps define the item&#039;s purpose or type. Equipment will usually be something like &#039;Clothes&#039; &#039;Armour&#039; or &#039;Weapon&#039;. Other items include &#039;Tool&#039;, &#039;Consumable&#039;, &#039;Food&#039;, &#039;Currency&#039; and many more.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Bulk&#039;&#039;&#039;&lt;br /&gt;
 A value denoting the size/weight of an object. Can be whole numbers or fractions (0.1).&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
 A single line that can be used to describe the item&#039;s appearance and purpose. For equipment such as armour and weapons, also contain the stats used in combat.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Core_Value&amp;diff=533</id>
		<title>Core Value</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Core_Value&amp;diff=533"/>
		<updated>2026-03-06T21:43:08Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; The &amp;lt;code&amp;gt;&#039;&#039;&#039;Core Values&#039;&#039;&#039;&amp;lt;/code&amp;gt; (Body, Reflex and Mind) are created via a combination of base values and the character&#039;s [[Attribute]] scores. They are very important as these &#039;&#039;&#039;core values influence a character&#039;s other stats&#039;&#039;&#039;, including Health (HP), Meta-Points (MP), Evasion and Deflection. As well as the character&#039;s ability to resist [[Status Point|Status Conditions]] and be used to power [[Metaphor|Metaphors]] or track other resources.&lt;br /&gt;
&lt;br /&gt;
==The Core Values==&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Body&amp;lt;/big&amp;gt;&#039;&#039;&#039;&amp;lt;/code&amp;gt; is the core value that represents a character&#039;s physicality. It helps protects against physiological conditions, like a tolerance for pain and disease. Body directly contributes towards a character&#039;s &#039;&#039;&#039;Max HP&#039;&#039;&#039; and &#039;&#039;&#039;Deflection&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;big&amp;gt;&amp;lt;code&amp;gt;Reflex&amp;lt;/code&amp;gt;&amp;lt;/big&amp;gt;&#039;&#039;&#039; is the core value that represents a character&#039;s active and reactive impulses. It helps protect and mitigate unusual circumstances. Reflex improves a character&#039;s &#039;&#039;&#039;Evasion&#039;&#039;&#039;, and can reduce the amount of damage taken from falls, as well as the amount of time it can take to break out of traps and containment.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;big&amp;gt;&amp;lt;code&amp;gt;Mind&amp;lt;/code&amp;gt;&amp;lt;/big&amp;gt;&#039;&#039;&#039; is the core value that represents a character&#039;s mental stability. It helps protect against psychological conditions, like a tolerance for Mind-control or Fear. Mind does not directly affect any other stats, but is still counted alongside the other cores to determine a character&#039;s [[Meta Point|Meta Points]].&lt;br /&gt;
&lt;br /&gt;
==Calculating Core Values==&lt;br /&gt;
 Core values are a sum between their &#039;&#039;&#039;base values&#039;&#039;&#039; and their &#039;&#039;&#039;Attributes&#039;&#039;&#039;. Usually characters have a &#039;&#039;&#039;base value of 5&#039;&#039;&#039; for each of their Core values, though different games and different types of character can affect these as well. Attributes are calculated through a balanced and logical thread of full and half bonuses, the chart below will describe which Attributes give Core value points and how much. Only whole numbers count towards a Core Value, so any half values are retained but not counted for calculating other stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Attribute-Core Chart&lt;br /&gt;
|- &lt;br /&gt;
! Attribute !! Adds +1 !! Adds +0.5 !! Logical Thread&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Strength&#039;&#039;&#039; || Body || Reflex || Strength is the power to &#039;&#039;&#039;move&#039;&#039;&#039; the &#039;&#039;&#039;body&#039;&#039;&#039;, thus it influences Reflex.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Endurance&#039;&#039;&#039; || Body || Mind || Endurance is as much about a healthy &#039;&#039;&#039;mind&#039;&#039;&#039; as it is a healthy &#039;&#039;&#039;body&#039;&#039;&#039;, thus Mind is improved.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Agility&#039;&#039;&#039; || Reflex || Body || Agility is about precise &#039;&#039;&#039;movements&#039;&#039;&#039; of the &#039;&#039;&#039;body&#039;&#039;&#039;, thus Body is improved.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Perception&#039;&#039;&#039; || Reflex || Mind || Perception requires a clear and focused &#039;&#039;&#039;mind&#039;&#039;&#039; to &#039;&#039;&#039;perceive&#039;&#039;&#039;, therefore Mind is improved.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intellect&#039;&#039;&#039; || Mind || Reflex || Intellect being primarily about &#039;&#039;&#039;thinking quickly&#039;&#039;&#039;, makes sense to improve Reflex.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Charisma&#039;&#039;&#039; || Mind || Body || Charisma helps protect the &#039;&#039;&#039;mind&#039;&#039;&#039; from negative &#039;&#039;&#039;self-image&#039;&#039;&#039;, thus helping the Body improve.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Calculating Other Stats==&lt;br /&gt;
 A character&#039;s Maximum HP, MP, their Evasion and Deflection are all affected by Core Values. This section will explain how to do so manually. The digital character sheet can calculate these values for you if desired.&lt;br /&gt;
&lt;br /&gt;
===Maximum HP===&lt;br /&gt;
 Max HP requires knowing the character&#039;s &#039;&#039;&#039;HPLV&#039;&#039;&#039;, their &#039;&#039;&#039;Level&#039;&#039;&#039; and their &#039;&#039;&#039;Body&#039;&#039;&#039; core value. HPLV is sometimes known as a character&#039;s &#039;hitdie&#039;, defaulted to 6 and can increase depending on how sturdy the character is supposed to be. It&#039;s advised to keep HPLV to a value that is divisible by 2.&lt;br /&gt;
 &lt;br /&gt;
 A character&#039;s Max HP is the sum of these calculations:&lt;br /&gt;
 ♦ &amp;lt;code&amp;gt;&#039;&#039;&#039;HPLV&#039;&#039;&#039;&amp;lt;/code&amp;gt; (Character always starts with at minimum their full HPLV value even without a Body score)&lt;br /&gt;
 PLUS&lt;br /&gt;
 ♦ &amp;lt;code&amp;gt;&#039;&#039;&#039;Half_HPLV&#039;&#039;&#039;&amp;lt;/code&amp;gt; * &amp;lt;code&amp;gt;&#039;&#039;&#039;Level - 1&#039;&#039;&#039;&amp;lt;/code&amp;gt; (Every level beyond the first, character gets half their HPLV value in Max HP)&lt;br /&gt;
 AND&lt;br /&gt;
 ♦ &amp;lt;code&amp;gt;&#039;&#039;&#039;Half_HPLV * Body&#039;&#039;&#039;&amp;lt;/code&amp;gt; (Character gets half their HPLV value for every whole Body core point they possess)&lt;br /&gt;
 &lt;br /&gt;
===Maximum MP===&lt;br /&gt;
 Max MP is a simpler calculation that only cares about all three Core Values and a separate MPLV parameter. Much like how HPLV is the hitdie for health, MPLV is the multiplier for calculating Max MP. The lowest value between Body, Reflex and Mind will be the value multiplied with MPLV. Unlike HPLV, Meta-points aren&#039;t halved during level-ups and Core value increases.&lt;br /&gt;
 &lt;br /&gt;
 A character&#039;s Max MP uses these rules:&lt;br /&gt;
 ♦ &amp;lt;code&amp;gt;&#039;&#039;&#039;MPLV * Level&#039;&#039;&#039;&amp;lt;/code&amp;gt; + &amp;lt;code&amp;gt;&#039;&#039;&#039;MPLV * &amp;lt;abbr title=&amp;quot;Out of Body, Reflex, and Mind core values, the value will be the lowest among them&amp;quot;&amp;gt;MIN_Core_Value&amp;lt;/abbr&amp;gt;&#039;&#039;&#039;&amp;lt;/code&amp;gt; (Total sum of a character&#039;s Maximum MP, observe tooltips for clarity)&lt;br /&gt;
 ♦ The &#039;&#039;&#039;lowest value&#039;&#039;&#039; of all the core values determines the value of MIN_Core_Value. (If Body, Reflex and Mind are 15/13/14, then the value is 13)&lt;br /&gt;
&lt;br /&gt;
===Evasion===&lt;br /&gt;
 Evasion only cares about the character&#039;s Reflex Core value. However, Evasion is usually limited to a value no lower than 10, except when a character is rendered defenseless or unable to act.&lt;br /&gt;
 &lt;br /&gt;
 A character&#039;s Evasion uses these rules:&lt;br /&gt;
 ♦ A character&#039;s Evasion is &#039;&#039;&#039;equal to their Reflex Core&#039;&#039;&#039; value.&lt;br /&gt;
 ♦ But Evasion &#039;&#039;&#039;can&#039;t be lower than 10&#039;&#039;&#039;, even if Reflex is lower.&lt;br /&gt;
 ♦ Attackers must roll a ToHit equal or greater than Evasion to &#039;succeed&#039; on a ToHit check.&lt;br /&gt;
&lt;br /&gt;
===Deflection===&lt;br /&gt;
 Deflection only cares about the character&#039;s Body core value. However even more involved than Evasion, it can&#039;t be a value lower than the user&#039;s Evasion. Generally, any passive Deflection values can&#039;t be lost even if the character is defenceless.&lt;br /&gt;
 &lt;br /&gt;
 A character&#039;s Deflection uses these rules:&lt;br /&gt;
 ♦ A character&#039;s Deflection is &#039;&#039;&#039;equal to their Body core&#039;&#039;&#039; value.&lt;br /&gt;
 ♦ Deflection can&#039;t be lower than the character&#039;s &#039;&#039;&#039;Evasion&#039;&#039;&#039; stat.&lt;br /&gt;
 ♦ Some sources of Deflection can&#039;t be reduced or suppressed (such as armour), even when the character can&#039;t act.&lt;br /&gt;
 ♦ Attackers must roll a ToHit greater than Deflection to bypass Deflection defences the defender may have.&lt;br /&gt;
&lt;br /&gt;
==Core Values and Status Magnitude==&lt;br /&gt;
 The other purpose of Core values is that they serve as the character&#039;s &#039;&#039;&#039;resilience to various status conditions&#039;&#039;&#039; that may affect them during a game, as well as &#039;&#039;&#039;tracking points and resources&#039;&#039;&#039; a character may need to fuel their powers and abilities.&lt;br /&gt;
 &lt;br /&gt;
 Conditions are often linked to one of the Core values, such as Poison affecting the character&#039;s Body, or Fear attacking the character&#039;s Mind. When used to track a character&#039;s Metaphors and powers it can represent their resources or limits before they are unable to manifest their powers.&lt;br /&gt;
 &lt;br /&gt;
 For an in-depth explanation to how Status Conditions and Magnitudes work, and how to use them to power Metaphors and abilities look at the [[Status Point]] page.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Attribute&amp;diff=532</id>
		<title>Attribute</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Attribute&amp;diff=532"/>
		<updated>2026-03-04T10:47:42Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
 There are 6 Attributes that characters can possess: &#039;&#039;&#039;Strength&#039;&#039;&#039;, &#039;&#039;&#039;Endurance&#039;&#039;&#039;, &#039;&#039;&#039;Agility&#039;&#039;&#039;, &#039;&#039;&#039;Perception&#039;&#039;&#039;, &#039;&#039;&#039;Intellect&#039;&#039;&#039;, and &#039;&#039;&#039;Charisma&#039;&#039;&#039;. These stats can contribute to the three Core values &#039;&#039;&#039;Body&#039;&#039;&#039;, &#039;&#039;&#039;Reflex&#039;&#039;&#039;, and &#039;&#039;&#039;Mind&#039;&#039;&#039;. These in turn will increase other stats such as Health-Points (HP), Meta-Points (MP), Deflection and Evasion.&lt;br /&gt;
 &lt;br /&gt;
 There are two parts to an Attribute, the &#039;&#039;&#039;Base bonus&#039;&#039;&#039;, and the &#039;&#039;&#039;Attribute die&#039;&#039;&#039;. The base bonus is a fixed number that is used to calculate other stat bonuses, whereas the Attribute die is called upon in certain checks. A character&#039;s &#039;&#039;&#039;Attribute Tier&#039;&#039;&#039; can also determine what bonuses they can apply to checks.&lt;br /&gt;
 &lt;br /&gt;
 The maximum Attribute limit is determined by the Game-Master, however 10 or 12 is a reasonable number for most games.&lt;br /&gt;
&lt;br /&gt;
==Attributes and Affected Core Values==&lt;br /&gt;
 Attributes increase a Core value by one (1). Core value in parentheses increases by 0.5. Only whole points count for Cores:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; align:center; margin:auto;&amp;quot;&lt;br /&gt;
|+ Attribute to Core-Value Chart&lt;br /&gt;
|-&lt;br /&gt;
! Attribute !! +1 bonus !! +0.5 bonus !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;lt;big&amp;gt;Strength&amp;lt;/big&amp;gt;&#039;&#039;&#039; || Body || (Reflex) || “The ability to physically move themselves and the things around them”&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;lt;big&amp;gt;Endurance&amp;lt;/big&amp;gt;&#039;&#039;&#039; || Body || (Mind) || “The ability to resist harm and maintain their health and stamina”&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;lt;big&amp;gt;Agility&amp;lt;/big&amp;gt;&#039;&#039;&#039; || Reflex || (Body) || “The ability to move both quickly and precisely without fail”&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;lt;big&amp;gt;Perception&amp;lt;/big&amp;gt;&#039;&#039;&#039; || Reflex || (Mind) || “The ability to be aware of, and react to their surroundings effectively”&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;lt;big&amp;gt;Intellect&amp;lt;/big&amp;gt;&#039;&#039;&#039; || Mind || (Reflex) || “The ability to learn, retain and recall information and abilities quickly and accurately”&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;lt;big&amp;gt;Charisma&amp;lt;/big&amp;gt;&#039;&#039;&#039; || Mind || (Body) || “The ability to influence others, resist others, and the strength of one’s resolve”&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attribute Bonus and Dice===&lt;br /&gt;
 Most skill and ToHit checks can benefit from the user’s own Attributes. For skill checks, the most appropriate Attribute modifier is added to the total modifiers. For combat/ToHit checks, the kind of Attribute used is dependent on the attack type. Attribute dice are [[Meta Dice]], they have a minimum roll value and can&#039;t &#039;&#039;explode&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Improvised Checks===&lt;br /&gt;
 Whenever a character needs to do a check which they have no [[Metaphor]] prepared for it, they may roll an Attribute (or Improvised) check using that value. The character&#039;s Attribute tier may determine whether the Attribute modifier is a flat bonus or a die, check the chart further down for more information.&lt;br /&gt;
 &lt;br /&gt;
 Improvised rolls are: &amp;lt;code&amp;gt;&#039;&#039;&#039;d12 + the relevant attribute’s modifier + Other modifiers&#039;&#039;&#039;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Attribute Limit / Metaphor Softcap===&lt;br /&gt;
 Except during the Creation phase and the Attribute point granted from a Level-up, a character’s attributes can’t be raised higher than their current Character Level. This is known as the &#039;&#039;&#039;Attribute/Level Limit&#039;&#039;&#039;. Once a character has levelled high enough, they can begin raising any of their attributes up to their current level.&lt;br /&gt;
 &lt;br /&gt;
 The &#039;&#039;&#039;Metaphor Softcap&#039;&#039;&#039; refers to a cost multiplier when a character tries to increase a Metaphor&#039;s rank above +5 (the default). Improving Metaphors above the softcap comes at a x2 cost multiplier (+6 costs 12 XP, instead of 6). Some Metaphors set at creation, along with those linked to high-tier Attributes may have higher softcaps where the cost multiplies later, or removes it entirely for a linear progression. Experience is not refunded if a character spends into a softcap but raises their Attribute tier later, experience always converts into [[Level|LP]] (Level points).&lt;br /&gt;
&lt;br /&gt;
===Attribute Power Tiers===&lt;br /&gt;
 &#039;&#039;&#039;Attribute Tiers&#039;&#039;&#039; affect how a character can apply their Attribute bonuses to checks and abilities. By default characters start at &#039;&#039;&#039;Tier 1&#039;&#039;&#039;, then may attain higher tiers depending on how your Game-master prefers you upgrade your Attribute tiers. Characters always receive the benefits of the features found in the &#039;Normal&#039; column, whereas they gain additional benefits whenever they &#039;Exert&#039;, this exertion can be triggered at will or whenever a character is using a power or ability that requires they Exert. The Exert effect usually only apply for the check or activity exerted, otherwise it lasts until the character&#039;s next turn.&lt;br /&gt;
 &lt;br /&gt;
 Attribute tiers are sorted into &#039;&#039;&#039;Power Levels&#039;&#039;&#039;. The difficulty of checks or the payout of their outcomes can be greatly affected depending on which Level they fit into. If a character performs an activity and their Attribute Power level is high enough, they could either have an easier check to pass, get a much better outcome on success, or may simply pass the check automatically due to the skill difference. This can occur even when a character Exerts and the exert effect treats their Attribute as being a Power level higher.&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;&#039;&#039;The door into the apartment was stuck, like something was blocking the way. The Detective&#039;s Strength was Average, he would need to pass a moderately difficult strength check to pass. However his new partner, built like a brickhouse, is Adept at Strength and only needed to pass an easy Strength check to move the door all the way open. If someone of Super Strength were present, they could simply push the door open without needing a check at all.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|+ Attribute Power Tiers&lt;br /&gt;
|-&lt;br /&gt;
! Power Level !! Tier !! Title !! Normal !! Exerted&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2| Weak || 00 || Inept || ♦ Use Base Attribute Value&amp;lt;br&amp;gt;♦ -1 Advantage State penalty.&amp;lt;br&amp;gt;♦ Metaphor softcap lowered to 3. || Negate: ♦ -1 Advantage State Penalty&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Below-Average || ♦ Use Base Attribute Value.&amp;lt;br&amp;gt;♦ Metaphor softcap lowered to 4. || ♦ Raise power level to Average.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2| Average || 1 || Average || ♦ Roll Attribute Die.&amp;lt;br&amp;gt;♦ Base Metaphor softcap set to 5. || ♦ Add Level to result.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Talented || ♦ Roll Attribute die, or Take Average. || ♦ Add Level to result.&amp;lt;br&amp;gt;♦ Raise Power Level to Adept.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2| Adept || 3 || Adept || ♦ Roll Attribute die, or Take Average.&amp;lt;br&amp;gt;♦ Metaphor softcap raised to 6. || ♦ Add Level to result.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Gifted || ♦ Roll Attribute die, or Take Average.&amp;lt;br&amp;gt;♦ Add Level to result.&amp;lt;br&amp;gt;♦ Metaphor softcap raised to 8.|| ♦ Raise Power Level to Super.&lt;br /&gt;
|-&lt;br /&gt;
| Super || 5 || Super || ♦ Roll Attribute die, or Take Average.&amp;lt;br&amp;gt;♦ Add Level to result.&amp;lt;br&amp;gt;♦ Metaphor softcap raised to 10. || ♦ +1 Attribute dice.&amp;lt;br&amp;gt;♦ Raise Power Level to Super+.&lt;br /&gt;
|-&lt;br /&gt;
| Super+ || 6 || Ascendant || ♦ Roll 2 Attribute dice, or take Average.&amp;lt;br&amp;gt;♦ Add Level to result.&amp;lt;br&amp;gt;♦ Metaphor softcap no longer applies.|| ♦ +1 Attribute dice.&amp;lt;br&amp;gt;♦ Raise Power Level to Apex.&lt;br /&gt;
|-&lt;br /&gt;
| Apex || 7 || Apex ||  ♦ Roll 3 Attribute dice, or take Average.&amp;lt;br&amp;gt;♦ Add Level to result.|| ♦ +1 Attribute dice.&amp;lt;br&amp;gt;♦ Raise Power level to Apex+.&lt;br /&gt;
|-&lt;br /&gt;
| Apex+ || 8 || Ultimate || ♦ Roll 4 Attribute dice, or take Average.&amp;lt;br&amp;gt;♦ Add Level to Result. || ♦ Auto-pass any check below Apex Power Level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;u&amp;gt;Legend&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;Power Level&#039;&#039;&#039;: Character is considered to be a certain tier of power in all Attribute checks and Metaphors of the appropriate type. Affects the check difficulty or benefits from using the Attribute successfully. It costs 1 [[Level|Training point]] to upgrade to a Average Power Level Tier, Adept costs 2, Super costs 3, and Apex costs 4. Those denoted with plusses (+) are for determining check difficulty and outcomes and are the same as their non-plus counterparts for upgrade purposes.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Title&#039;&#039;&#039;: Cosmetic name for a particular Tier.&lt;br /&gt;
 &#039;&#039;&#039;Normal&#039;&#039;&#039;: These benefits are granted to any check or Metaphor that uses this Attribute. It&#039;s automatically given.&lt;br /&gt;
 &#039;&#039;&#039;Exerted&#039;&#039;&#039;: These benefits are granted on top of Normal benefits when the character &#039;Exerts&#039; for the Exert cost.&lt;br /&gt;
 &lt;br /&gt;
  &#039;&#039;&#039;Base Attribute Value&#039;&#039;&#039;: The flat bonus provided by an Attribute.&lt;br /&gt;
 &#039;&#039;&#039;Attribute Die&#039;&#039;&#039;: [[Meta Dice|Meta-die]] associated with a specific value. (1 = md4, 2 = md6, 3 = md8...etc).&lt;br /&gt;
 &#039;&#039;&#039;Raise Power Level to X&#039;&#039;&#039;: When a certain tier is exerted, the check/Metaphor can be treated as being a Power Level higher than itself (as indicated by X). Duration follows the same rules as Exert.&lt;br /&gt;
 &#039;&#039;&#039;Add Level (to result)&#039;&#039;&#039;: Add Character&#039;s [[Level]] to result as if it were a bonus modifier. This bonus is flexible, so it can be added to any numerical modifier, even damage or magnitude.&lt;br /&gt;
 &#039;&#039;&#039;Metaphor Softcap&#039;&#039;&#039;: In games where maximum Metaphor rank is restricted, higher Attribute tiers enable higher caps or eliminate them entirely. Only for Metaphors that benefit from that Attribute. When hardcaps apply, it is double the softcap amount.&lt;br /&gt;
 &#039;&#039;&#039;+# Advantage State&#039;&#039;&#039;: Alters [[Complication|Advantage State]] of the roll, if it is appended with (if lower than Normal), then the state only changes if the user was rolling Disadvantage or worse.&lt;br /&gt;
 &#039;&#039;&#039;Take Average&#039;&#039;&#039;: The average of a normal die rounded down, usually means &#039;half the number of side of a die&#039; as a value to add to a result. When multiple dice can be thrown, multiply average by dice amount (2d6 = 6).&lt;br /&gt;
 &#039;&#039;&#039;+1 Attribute dice&#039;&#039;&#039;: Roll an additional Attribute die with whatever amount is normally thrown, add to result. Stacks with &#039;Take Average&#039;.&lt;br /&gt;
&lt;br /&gt;
==Core Values==&lt;br /&gt;
For more information about what stats are affected by Attributes, see [[Core Value]] and [[Combat]].&lt;br /&gt;
&lt;br /&gt;
For information on how Attributes are applied, see [[Character Creation]].&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Encounter&amp;diff=531</id>
		<title>Encounter</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Encounter&amp;diff=531"/>
		<updated>2026-03-04T10:46:02Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; In most games, conflict will be inevitable, and depending on how hostile the situation gets the game will turn into an &#039;&#039;&#039;Encounter&#039;&#039;&#039;. Encounters switch the rules around from Roleplay and become more mechanical, time is also slower and more measured.&lt;br /&gt;
 &lt;br /&gt;
 Encounters are conducted by a system called [[Action Frame]]s, where a number of actions can be taken simultaneously providing they fit within 3 seconds of time. Each character gets &#039;&#039;&#039;two&#039;&#039;&#039; Action-frames per turn/round, meaning each turn/round lasts around 6 seconds.&lt;br /&gt;
&lt;br /&gt;
==Combat Operation==&lt;br /&gt;
===Initiative===&lt;br /&gt;
 When a Combat Encounter has been called, all participant characters must &#039;&#039;&#039;roll for Initiative&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
 All characters should roll &amp;lt;code&amp;gt;&#039;&#039;&#039;d12 + Reflex + Other bonuses&#039;&#039;&#039;&amp;lt;/code&amp;gt;, to determine turn order. A couple of order methods can be used:&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Direct Order&#039;&#039;&#039;&lt;br /&gt;
 With Direct order, every character is arranged from &#039;&#039;&#039;highest (fastest) to lowest (slowest)&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Alternating Order&#039;&#039;&#039;&lt;br /&gt;
 With Alternating order, the character with the highest value goes first, followed by the &#039;&#039;&#039;fastest of the other team&#039;&#039;&#039;, this continues with the next highest initiative character for each side until all participants are loaded into the turn order.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&amp;quot;As the party journeyed through the forest, they were ambushed by a handful of Bandits! After rolling initiative, the player playing the Fighter goes first, followed by the fastest Bandit, then the Druid, then the second bandit and so on. When the order was set, the battle begins!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Turn Begins===&lt;br /&gt;
 When a character begins their turn, they will be given &#039;&#039;&#039;two Frames&#039;&#039;&#039; to perform actions. A character typically can move and perform an action or task at the same time, provided there are no logical conflicts with appendages used.&lt;br /&gt;
 &lt;br /&gt;
 However, if a round begins and a character has not yet received their turn and are caught unawares, do not gain any Reactions. Characters aware of the threat will still get a Reaction though.&lt;br /&gt;
&lt;br /&gt;
===During a Turn===&lt;br /&gt;
 When a character starts their turn, they start with all of their &#039;&#039;&#039;Action-Frames&#039;&#039;&#039;, normally two of them. Each Frame allows a character 3 seconds worth of time to move and act. When each frame resolves, the character can continue until they have resolved all Action-Frames and then end their turn.&lt;br /&gt;
&lt;br /&gt;
===After/Between Turns===&lt;br /&gt;
 When a character ends their turn, they have one &#039;&#039;&#039;Reaction&#039;&#039;&#039; that can be used to do something outside of their turn. This reaction works the same as any Action-Frame, except it is limited to one particular activity instead of multiple.&lt;br /&gt;
 &lt;br /&gt;
 A character may be able to spend a Frame at the end to anticipate events ahead of time. This is known as &#039;Vigilance&#039;. When a character is Vigilant, they gain an extra Reaction they can use between their turn, instead of one.&lt;br /&gt;
&lt;br /&gt;
===Concluding a Combat Encounter===&lt;br /&gt;
 Usually, a Combat Encounter is complete when combatants on one side are defeated, either by incapacitation, death or retreat. If the game uses [[Experience]], then points can be reward for completion of an encounter like this based on the difficulty, either set by the Game-Master or by how difficult it was for the player characters to win.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&amp;quot;When the player characters defeated the Bandits who ambushed them, they won the battle. The Game-Master rewards XP to each character who participated and the characters may find loot on those they defeated&amp;quot;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 Likewise, if the player characters are all defeated, this will result in a TPK, a &#039;&#039;&#039;Total Party Kill&#039;&#039;&#039;. Depending on the Game-Master&#039;s decision, the character could wind up dead for good, reborn some other way (As Undead, Ghosts, Other...) or offer to restart the encounter like it were a video-game with save states.&lt;br /&gt;
&lt;br /&gt;
==Attacking and Damaging Targets==&lt;br /&gt;
 During a combat encounter, participants will try to attack each other to deal damage to each other&#039;s &#039;&#039;&#039;Health&#039;&#039;&#039; (HP). When a character&#039;s HP is reduced to 0, they are &#039;&#039;&#039;Incapacitated&#039;&#039;&#039; and unable to act. If a character&#039;s HP is reduced to a negative value greater than their [[Core Value|Body Core value]], that character may die instead.&lt;br /&gt;
 &lt;br /&gt;
 Not all creatures are equal in terms of game mechanics. While important characters and Player Characters may be &#039;&#039;&#039;Protected&#039;&#039;&#039;, allowing them to survive with negative HP lower than their Core value, lesser entities such as regular enemies may be knocked out or killed the moment their HP reaches 0 or less. This is to generally make encounters less tedious as only special opponents may use mechanics to revive fallen allies.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&amp;quot;During the battle, a Bandit knocked out the Wizard who dropped their HP down to -4, but since the Wizard has a Body value of 10, they survive. The Fighter avenges the Wizard by striking a powerful blow to the Bandit, dropping them to -3. The Bandit is not a protected entity thus they were instantly killed/defeated, their Body value is irrelevant.&amp;quot;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
===ToHit Checks===&lt;br /&gt;
 Attacks against targets are rolled as &#039;&#039;&#039;ToHit checks&#039;&#039;&#039;:&lt;br /&gt;
 &#039;&#039;&#039;[ d12 + appropiate Attribute + Metaphor bonuses + Equipment bonuses ]&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 If the attacker rolls high enough to beat the target&#039;s Evasion and/or Deflection, they may hit the target and deal damage. If the player rolls a 12 on a d12, that die may &#039;&#039;&#039;explode&#039;&#039;&#039;, creating a Critical [[Meta Dice|Meta-d12]] that can provide a Versatile bonus towards the attack. The Critical Bonus effect can take a variety of bonus types, including extra ToHit, damage or inflict a Status Magnitude appropriate to the attack used.&lt;br /&gt;
 &lt;br /&gt;
 When attacking unusually &#039;&#039;&#039;large creatures&#039;&#039;&#039;, the Critical bonus value can be used to multiply the damage of the attack up to the target&#039;s [[Size]]-rating.&lt;br /&gt;
 &lt;br /&gt;
 The Appropriate Attribute Bonus is based on the attack method. Weapons relying on force usually benefit from &#039;&#039;&#039;Strength&#039;&#039;&#039;, while others valuing speed and precision can use &#039;&#039;&#039;Agility&#039;&#039;&#039;. &#039;&#039;&#039;Perception&#039;&#039;&#039; can be useful when predicting enemy movements, making it applicable to most other attacks. This bonus is only the &#039;&#039;&#039;Base value&#039;&#039;&#039;, Attribute dice are not used here.&lt;br /&gt;
 &lt;br /&gt;
 The target numbers needed for an attack to hit the target are as follows:&lt;br /&gt;
 &lt;br /&gt;
 ♦ &#039;&#039;&#039;Evasion&#039;&#039;&#039;: ToHit must be &#039;&#039;&#039;equal or greater&#039;&#039;&#039; this value to make contact. Otherwise the defender evades the attack.&lt;br /&gt;
 &lt;br /&gt;
 ♦ &#039;&#039;&#039;Deflection&#039;&#039;&#039;: ToHit must &#039;&#039;&#039;exceed&#039;&#039;&#039; this value or the attack may be reduced or negated by other means.&lt;br /&gt;
 &lt;br /&gt;
 Attacks mitigated by Deflection can provide varying protection depending on context and the equipment worn by the defender. Deflection could negate damage/magnitude of an attack, or reduce it to 1 point each. A partially effective defense can reduce damage/magnitude taken by half, or remove the base or bonus portion of the value dealt against them.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&amp;quot;The Wolf attempts to gnaw at the Fighter in heavy armour, the Wolf was able to hit, but failed to beat the Fighter&#039;s Deflection. The Game-Master could rule the Wolf&#039;s bite does nothing, or at most 1 point of damage.&amp;quot;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&amp;quot;The Bandit strikes the Fighter with a metal mace, the attack hits but suffers Deflection. The damage dealt is 4+6 (10). With a moderately effective defense, the Game-Master can rule it does half damage (5), negates base damage (6), or negates bonus damage (4).&amp;quot;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 Deflection always reduces damage/magnitude by at &#039;&#039;&#039;least 1 point&#039;&#039;&#039; regardless.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&amp;quot;A Giant four times the size of the Fighter slams their club down on them. Dealing 16+24 (40) damage. As the Fighter is not equipped to deal with such a massive attack, Deflection may end up only reducing damage taken by 1. But at the very least, they do get to reduce it by 1 no matter what.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Using Action-Frames===&lt;br /&gt;
 Multiple actions can take place in a single Action-Frame, but there are limitations to which of these can be performed simultaneously. This is determined by what and how the user&#039;s appendages/limbs are used at any given moment.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
 Character strikes a target creature with an Unarmed strike or Melee Weapon. They deal damage equal to the attack&#039;s damage on hit (dX + X typed damage). Attacks normally only deal additional effects when augmented by a &#039;&#039;&#039;Special Attack&#039;&#039;&#039;, or by rolling the maximum value of a d12 to trigger a Bonus Meta-Dice, adding the option to inflict Status Magnitude.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Special Attack&#039;&#039;&#039;&lt;br /&gt;
 Spending a Frame to prepare a subsequent attack allows the character to augment the next attack, allowing damage inflicted to also inflict a status magnitude appropriate to the weapon. When factoring in the [[Attribute]] bonus in this way, the user uses their &#039;&#039;&#039;Attribute die&#039;&#039;&#039; instead of the flat bonus. If the user&#039;s Attribute is 6 or higher, every rank above 5 adds another md12, the result is the highest out of all md12s rolled.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Movement&#039;&#039;&#039;&lt;br /&gt;
 Characters can move during Action-Frames even while performing other actions. An action can be performed if the character moves no further than their base speed.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Dashing&#039;&#039;&#039; prevents a character from using any actions that use their arms and legs in exchange for double the move speed that frame, even if it is just 5ft greater than their base speed.&lt;br /&gt;
 &lt;br /&gt;
 Some actions may limit movement while concentrating or charging up, this means the character can&#039;t move &#039;&#039;&#039;more than 5ft&#039;&#039;&#039; in any direction per frame. Characters who do not move for a Frame do not carry over unused movement to other Frames.&lt;br /&gt;
 &lt;br /&gt;
 For the purposes of line-of-sight, a character can perform an action at the &#039;&#039;&#039;start and end&#039;&#039;&#039; of their frame. If the character can hit their intended target in at least one of those parts of their movement it can still count.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Prime / Fire&#039;&#039;&#039; (for Bows and Arrows)&lt;br /&gt;
 For Bows and Arrows, it takes a frame to draw an arrow to a bow (Priming), but firing it is a Quickened action (can be performed in the same frame as another action). &lt;br /&gt;
 &lt;br /&gt;
 To &#039;&#039;&#039;Prime&#039;&#039;&#039; is to load and prime an Arrow into the Bow, priming it so that it may be &#039;&#039;&#039;Fired&#039;&#039;&#039; at any time. A bow does not need to be fired immediately after, but it can&#039;t be fired as a Reaction until it has been properly primed. Priming a bow can be performed as a Reaction and be turned into a Quickened action via the Metaphor component &#039;&#039;&#039;Optimise&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Unload / Reload&#039;&#039;&#039; (for Firearms)&lt;br /&gt;
 Similar to Bows, Guns often have to be reloaded once they have depleted their number of shots. But given the complexity of such weapons, the character must take time to &#039;&#039;&#039;unload&#039;&#039;&#039; the empty weapon before they can load in more shots, only then they can continue firing.&lt;br /&gt;
 &lt;br /&gt;
 Unload and Reload are the same action, except Unload is only available on loaded firearms and Reload is only available on unloaded firearms.&lt;br /&gt;
 &lt;br /&gt;
 Firing a gun while controlling recoil takes a frame, firing rapidly up to three times (while losing Advantage, and suffering Disadvantage for every subsequent shot respectively) also only takes a frame.&lt;br /&gt;
 &lt;br /&gt;
 ♦ &#039;&#039;&#039;Fire once per frame&#039;&#039;&#039;: Advantage (if proficient)&lt;br /&gt;
 ♦ &#039;&#039;&#039;Fire twice per frame&#039;&#039;&#039;: Second shot rolls at Normal (Lost Advantage).&lt;br /&gt;
 ♦ &#039;&#039;&#039;Fire thrice per frame&#039;&#039;&#039;: Third shot rolls at Disadvantage (suffer Disadvantage).&lt;br /&gt;
 &lt;br /&gt;
 Not all weapons can be rapidly fired, be sure to read weapon specifics for fire speed.&lt;br /&gt;
 &lt;br /&gt;
 Unloading a firearm takes a frame and so does reloading it with a rounds take a frame. One can quickly discard a firearm&#039;s remaining rounds as a quickened action but reloading always takes the normal amount of time. If a firearm user wants to be able to reload in a single frame they can take the Metaphor component &#039;Optimise: Unload/Reload&#039;, turning both into quickened actions.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&amp;quot;The Detective hiding behind cover has already shot six times from their Revolver, thankfully they have a Speed-Loader ready to keep the gunfight going. They spend a Frame to &#039;&#039;&#039;Unload&#039;&#039;&#039; the chambers of the Revolver, then on the second Frame they use a Speed-loader to &#039;&#039;&#039;Reload&#039;&#039;&#039; the gun. When their turn is over, they can fire their Revolver as a Reaction at anyone who may cross their line of sight.&amp;quot;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Tap Mana / Cast Spell&#039;&#039;&#039; (for Spellcasting)&lt;br /&gt;
 See [[Magic]] for more detailed information abotu how Spells are cast in an Encounter.&lt;br /&gt;
&lt;br /&gt;
==Special Encounter==&lt;br /&gt;
 Special Encounters occur when an Encounter is not against a particular foe, but to &#039;&#039;&#039;an event&#039;&#039;&#039;. It uses the same rules regarding time management but there is &#039;&#039;&#039;no Initiative&#039;&#039;&#039;, instead the participants have to achieve an objective or goal, the simplest form of goal is &#039;&#039;&#039;not dying&#039;&#039;&#039;, or avoiding a tragedy. Special Encounters are often under a &#039;&#039;&#039;time-limit&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&amp;quot;As Squad 119 entered the hallway of the space-station, emergency sirens ring out as the automated systems detected a threat. It begins to open the airlock, causing a huge atmospheric shift that will pull the team into outer space. They have only have four rounds to override the airlock system or be left breathless in the vacuum it creates!&amp;quot;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 A Special Encounter concludes when the event has been solved or the danger imposed by it no longer affects the player characters.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&amp;quot;The Robotic Syn-frame of Squad 119 is able to hack into the Airlock systems using her Codex just before the atmosphere was depleted, shutting the doors and pressurizing the hallway. Everyone biological was able to recover from the ordeal moments after&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Magnitude&amp;diff=530</id>
		<title>Magnitude</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Magnitude&amp;diff=530"/>
		<updated>2026-03-04T10:45:40Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Status Conditions &amp;amp; Magnitude==&lt;br /&gt;
 Characters may suffer from, or inflict &#039;&#039;&#039;Status Conditions&#039;&#039;&#039; like damage over time effects (Poison, Burn), or ones that affect how they can act (Mind-Control, Rage, Fear). Some conditions are beneficial as well, or are used to track the use of powers and abilities.&lt;br /&gt;
 &lt;br /&gt;
 Status conditions work on a point system known as &#039;&#039;&#039;Magnitude&#039;&#039;&#039; (Mag), which targets a character’s Core-Value &#039;&#039;&#039;Status Threshold&#039;&#039;&#039;, which is based on their [[Core Value]]s (Body, Reflex, Mind). Different effects can trigger depending on the difference between Magnitude and Threshold, the difference is expressed in terms of a &#039;&#039;&#039;Status Severity&#039;&#039;&#039;. Characters can also attempt to avoid being affected rolling a &#039;&#039;&#039;Status Saves&#039;&#039;&#039;, often in the form of a &#039;Body Save&#039;, &#039;Reflex Save&#039; and &#039;Mind Save&#039; respectively.&lt;br /&gt;
&lt;br /&gt;
==Status Severity==&lt;br /&gt;
 Status Severity denotes varying levels of intensity, based on the condition itself. The main severity states are &#039;&#039;&#039;Partial&#039;&#039;&#039;, &#039;&#039;&#039;Full&#039;&#039;&#039;, and &#039;&#039;&#039;Severe&#039;&#039;&#039;. Conditions must have at least one state in order for its effect to function. A state called &#039;&#039;&#039;Suppressed&#039;&#039;&#039; can occur when a character has a status magnitude, but resisted its effects via a Save.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Partial&#039;&#039;&#039; occurs when a Status condition has effects on a target but the Magnitude is &#039;&#039;&#039;less than or equal to&#039;&#039;&#039; the target&#039;s affected Status Threshold. This can happen when a character fails to save against an effect below their threshold.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Full&#039;&#039;&#039; occurs when Magnitude &#039;&#039;&#039;exceeds&#039;&#039;&#039; their threshold. This occurs when the character fails to Save against a condition on or above their Status Threshold.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Severe&#039;&#039;&#039; occurs when the Magnitude exceeds 10 points over the target&#039;s status threshold.&lt;br /&gt;
&lt;br /&gt;
==Resisting Status Magnitude==&lt;br /&gt;
 &#039;&#039;&#039;Status Save&#039;&#039;&#039;&lt;br /&gt;
 Whenever a character is subjected to status magnitude they want to resist, a character can attempt a &#039;&#039;&#039;Status Save&#039;&#039;&#039;, the bonus applied differs from condition to condition, but the defender always rolls a d12 and adds the total.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;d12 + appropiate bonus (usually Attribute) + other bonuses = Status Save&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 If the defender rolls equal or greater than the Magnitude, the magnitude is halved and then &#039;&#039;&#039;Suppressed&#039;&#039;&#039;. This suppressed effect does nothing to the character but become relevant for repeated exposure to the same condition. Generally suppressed conditions go away on their own unless specified.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Magnitude stacking&#039;&#039;&#039;&lt;br /&gt;
 Even though a character may resist a Status, the condition can still leave points of magnitude on the character. This makes the defender more susceptible to being afflicted consecutive times as the defender must then roll to resist the newly applied magnitude plus the remaining magnitude.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;New Magnitude + Suppressed Magnitude = Target Number to Save against condition&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 Furthermore, even if the defender has exceptionally high resistances, if Magnitude exceeds the defender&#039;s Core value for that condition, they automatically fail the save. Saving against a condition is always better as it does half the incoming Magnitude regardless of whether it is suppressed or not.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Total Magnitude &amp;gt;= Status Threshold = Status inflicted, not suppressed&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Appropriate Bonuses&#039;&#039;&#039;&lt;br /&gt;
 Status conditions often target a Core value, but resisting them is based on an Attribute score or relevant defensive [[Recommended_Metaphors|Metaphor]] (Fitness, Discipline-Willpower). Generally physiological conditions that affect Body, resist with &#039;&#039;&#039;Endurance&#039;&#039;&#039;, psychological conditions that affect the Mind use &#039;&#039;&#039;Charisma&#039;&#039;&#039;. Other forms like being set on fire or being trapped in a net may require other Attributes, such as &#039;&#039;&#039;Agility&#039;&#039;&#039; for batting out flames, or &#039;&#039;&#039;Strength&#039;&#039;&#039; to break out of containment.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Break Checks&#039;&#039;&#039;&lt;br /&gt;
 Occasionally there will be status conditions that are maintained manually through concentration and/or physically being applied, like a Grapple. When this happens, instead of rolling to resist the condition, the defender will be rolling to break out of conditions instead.&lt;br /&gt;
 &lt;br /&gt;
 The break TN will be the same as the magnitude affecting the user. Roll a d12, add appropriate Metaphor and Attribute bonuses, if the value is high enough, the condition is broken. If it isn&#039;t, the Break Magnitude created is halved. To break out of conditions like this often requires at least one [[Action Frame]] of time to complete, and can only be performed once per turn.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Rounding Rule&#039;&#039;&#039;&lt;br /&gt;
 When rounding Magnitudes for the purposes of &#039;halving magnitude&#039;, you round &#039;&#039;&#039;down&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Components of a Status condition==&lt;br /&gt;
 Status conditions can be broken down into &#039;&#039;&#039;Effect&#039;&#039;&#039;, &#039;&#039;&#039;Affected Core&#039;&#039;&#039;, &#039;&#039;&#039;Resist Attribute&#039;&#039;&#039;, &#039;&#039;&#039;Magnitude&#039;&#039;&#039; and &#039;&#039;&#039;Persistence&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Effect (Minor/Full/Severe)===&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;big&amp;gt;Effect&amp;lt;/big&amp;gt;&#039;&#039;&#039; is what the status condition does when a character is affected by it. There is always a version that occurs for Full severity, but optionally Partial and Severe can be provided here as well. Suppressed effects do nothing.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Example Condition Effects&#039;&#039;&#039;&lt;br /&gt;
 ♦ &#039;&#039;&#039;&amp;lt;big&amp;gt;Poison&amp;lt;/big&amp;gt;&#039;&#039;&#039;: Deals &#039;&#039;&#039;X poison damage&#039;&#039;&#039; to target every 6 seconds (one round) or 1 minute outside of combat, where X is half Magnitude of the condition.&lt;br /&gt;
 &lt;br /&gt;
 ♦ &#039;&#039;&#039;&amp;lt;big&amp;gt;Ignite/Burn&amp;lt;/big&amp;gt;&#039;&#039;&#039;: Deals &#039;&#039;&#039;X fire damage&#039;&#039;&#039; to target every 6 seconds, where X is the Magnitude of the condition. Full Effect: If Target fails a save at Status threshold, they suffer a &#039;Burn Injury&#039; equal to this condition&#039;s highest magnitude, user takes 1.5x more damage (rounded down) from attacks to the affected area.&lt;br /&gt;
 &lt;br /&gt;
 ♦ &#039;&#039;&#039;&amp;lt;big&amp;gt;Fear&amp;lt;/big&amp;gt;&#039;&#039;&#039;: Partial: Character suffers one stage of Disadvantage to approach take actions that involve approaching the Fear target. Full: Character will be &#039;&#039;&#039;unable&#039;&#039;&#039; to do any actions towards the &#039;&#039;&#039;source of its fear&#039;&#039;&#039; and flee as far away from it as possible.&lt;br /&gt;
 Severe: Each round that a target is in the presence of their Fear target, they lose health equal to their Fear Magnitude.&lt;br /&gt;
 &lt;br /&gt;
 ♦ &#039;&#039;&#039;&amp;lt;big&amp;gt;Mind Control / Charm&amp;lt;/big&amp;gt;&#039;&#039;&#039;: Partial: Character suffers one stage of Disadvantage against a target that has Mind-controlled/Charmed them. Full: A Controlled/Charmed character is compelled to act in the interest of their master and will be unable to act otherwise unless they break free of control through Break checks. Severe: Character can&#039;t roll Break checks to escape Mind-Control or Charm effect unless disrupted externally.&lt;br /&gt;
 &lt;br /&gt;
 ♦ &#039;&#039;&#039;&amp;lt;big&amp;gt;Trapped (Escape)&amp;lt;/big&amp;gt;&#039;&#039;&#039;: Character is stuck inside a trap or in the clutches of a larger creature. They will be unable to move or act normally (with exception) until they break free. Target must roll Break checks to build up Break Magnitude and escape the trap.&lt;br /&gt;
 &lt;br /&gt;
 ♦ &#039;&#039;&#039;&amp;lt;big&amp;gt;&#039;Buff&#039;&amp;lt;/big&amp;gt;&#039;&#039;&#039;: As an example, a character may cast a beneficial spell or effect upon another and gain a Magnitude. For instance, a Magnitude of 3 would mean the buff gives +3 to a bonus, or it could mean it gives a fixed bonus for 3 turns and its Magnitude is reduced each time a round passes. Beneficial status effects are not normally resisted unless the player/character really wants to (for some reason).&lt;br /&gt;
&lt;br /&gt;
===Affected Core===&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;big&amp;gt;Affected Core&amp;lt;/big&amp;gt;&#039;&#039;&#039; indicates which of the target&#039;s character’s [[Core Value]]s or &#039;&#039;&#039;Status Threshold&#039;&#039;&#039; is affected by this condition.&lt;br /&gt;
 &lt;br /&gt;
 Generally physiological conditions are Body-affecting and psychological conditions are Mind-based. Some special states like being caught inside a trap or grappled by an enemy can also be Reflex-affecting.&lt;br /&gt;
&lt;br /&gt;
===Magnitude===&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;big&amp;gt;Magnitude&amp;lt;/big&amp;gt;&#039;&#039;&#039; is a numerical value that states how many &#039;&#039;&#039;Status points&#039;&#039;&#039; are applied when an attack or ability inflicts it, and depending on the condition&#039;s Persistence property, may also stay on the affected target for a period of time.&lt;br /&gt;
 &lt;br /&gt;
 An attack or ability that inflicts status conditions is usually determined by rolls made and Metaphors or Features used to inflict it. Magnitudes may also be dealt as side-effects to attacks that do not innately create them, such as dealing knockback to a concussive attack that normally only deals damage.&lt;br /&gt;
 &lt;br /&gt;
 Certain effects can&#039;t be resisted with Status resistance rolls. Knockback for example. In these cases, a special resistance is required or circumstances that reduce or negate the magnitude entirely. A character whose size and weight makes it difficult to move them might resist Knockback in this way.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Examples&#039;&#039;&#039;&lt;br /&gt;
 ♦ A character with +2 Strength (md6) spending an action to bolster an attack&#039;s Strength so that it may inflict d12 + md6 (3 to 18 pts) of Knockback Magnitude with a blunt weapon.&lt;br /&gt;
 ♦ A character with +3 Agility (md8) spending an action to inflict d12 + md8 (4 to 20) Bleed magnitude against a foe with their sharp weapon.&lt;br /&gt;
&lt;br /&gt;
===Resist Attribute===&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;big&amp;gt;Resist Attribute&amp;lt;/big&amp;gt;&#039;&#039;&#039; indicates the Attribute to which a target may resist Magnitude points applied. Body usually uses Endurance. Mind uses Charisma. Reflex tends to vary. Always check the status condition for the correct Resist Attribute.&lt;br /&gt;
 &lt;br /&gt;
 If the status condition can be recovered/cleansed naturally, then the appropriate attribute can be used to remove status points during each interval of rest. This uses the character&#039;s Attribute &amp;lt;abbr title=&amp;quot;The fixed value of the Attribute, no dice&amp;quot;&amp;gt;modifier&amp;lt;/abbr&amp;gt; to reduce Magnitude taken by its result, to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
===Persistence (Persist / Flash)===&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;big&amp;gt;Persistence&amp;lt;/big&amp;gt;&#039;&#039;&#039; is how long a status condition’s magnitude remains after being inflicted upon a character. By default, Status conditions persist indefinitely (Persist), removed over time as part of recovery or until cleansed by an item or ability. Part of a Status condition’s effect will describe how points are added or removed whenever it triggers.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Flash&#039;&#039;&#039; Status Conditions are extremely temporary conditions that wear off by the next round of an encounter. Flash conditions often allow the one who used it to roll a die in order to boost the magnitude of their status-inflicting effect.&lt;br /&gt;
 &lt;br /&gt;
 An example of a Flash condition would be a &#039;&#039;&#039;Stun&#039;&#039;&#039; effect that causes a character to be unable to perform any action other than try to Break the effect via Break checks. If the defender rolls a Save and succeeds, no magnitude persists from this Stun effect.&lt;br /&gt;
&lt;br /&gt;
==Exertion / Stamina==&lt;br /&gt;
 Status points can be used to track a character’s status, such as &#039;&#039;&#039;Exertion&#039;&#039;&#039;. There are a few ways characters can accrue and cleanse Exertion during a game. Exertion is a special condition that affects both Mind and Body cores, but only inflicts its strongest penalties when &#039;&#039;&#039;both cores&#039;&#039;&#039; are exceeded.&lt;br /&gt;
 &lt;br /&gt;
 When Exertion exceeds either Body or Mind, the character becomes &#039;&#039;&#039;Exhausted&#039;&#039;&#039; and loses Advantage on all skill and ToHit checks (prevents Advantage). When both cores are exceeded, all checks (including Saves) are rolled at Disadvantage.&lt;br /&gt;
 &lt;br /&gt;
 Exertion can be accrued after an Encounter completes, whenever a character uses a strenuous ability or power, or after long periods of travel or without rest. Exertion is then cleansed through Rest and tending to a character&#039;s needs.&lt;br /&gt;
 &lt;br /&gt;
 If Exertion goes beyond 10 points of a character&#039;s lowest Core value between Body and Mind, they will fall unconscious. They can only be roused to consciousness after their Fatigue is 10 or less than their lowest affected Core value.&lt;br /&gt;
 &lt;br /&gt;
 You can keep track of Exertion easily on the [[Character Sheet]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Resistance&amp;diff=529</id>
		<title>Resistance</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Resistance&amp;diff=529"/>
		<updated>2026-03-04T10:43:48Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: Added missing category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &#039;&#039;&#039;Resistances&#039;&#039;&#039; reduce the damage or magnitude of effects to help protect characters and entities from harm. They can be gained from the features of Equipment and buffs, innate traits of the character themselves, or by successfully [[Encounter|Deflecting]] attacks.&lt;br /&gt;
 &lt;br /&gt;
 Resistance Properties do not stack in most circumstances, they take the highest value of all applicable Resistances. The only exception is the interaction between &#039;&#039;&#039;Deflection&#039;&#039;&#039; and any other form of Resistance X, in which case both forms will stack.&lt;br /&gt;
&lt;br /&gt;
==Resistance Properties==&lt;br /&gt;
 There are different Resistance types that a character might be able to use. A character can only use &#039;&#039;&#039;one&#039;&#039;&#039; Resistance variation &#039;&#039;&#039;at a time&#039;&#039;&#039;, so when multiple types apply, the player may choose which form to use to transmute damage/magnitude effects.&lt;br /&gt;
 &lt;br /&gt;
 Resistances can be gained from Equipment, such as Armour or Shields. Or they can be part of the innate traits that a character&#039;s species or powers provide. A special form that occurs when an attacker triggers Deflection on a character can grant Resistance X when appropriate.&lt;br /&gt;
===Resistance X===&lt;br /&gt;
 &#039;&#039;&#039;Resistance&#039;&#039;&#039; reduces the damage and/or magnitude from the specified type/property by half. Whenever Resistance is suffixed with a value, that value denotes the Damage Reduction that is subtracted by the remaining damage/magnitude after halving.&lt;br /&gt;
 &lt;br /&gt;
 In the event that multiple Resistance Xs apply, you may only take the &#039;&#039;&#039;highest value&#039;&#039;&#039; of the set. Only &#039;&#039;&#039;one stack&#039;&#039;&#039; of Resistance can apply at a time, except for Deflection. When Deflection and another Resistance stacks, you apply the Resistance first (1/4 original value), then subtract the sum of both Reduction values.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&amp;quot;A Fireball is thrown in the direction of the Golem, it would normally deal 14 Fire damage, however the Golem has Resistance 5 to all damage including Fire. After halving the damage to 7, 5 is subtracted from the remaining damage, meaning the Golem only takes 2 Fire damage.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Immunity X===&lt;br /&gt;
 &#039;&#039;&#039;Immunity X&#039;&#039;&#039; makes the character take no damage and no magnitude from the type of damage/effect specified. If the resistance is suffixed with a value, this value denotes how much it can ignore &#039;&#039;&#039;Penetration&#039;&#039;&#039; properties attempting to ignore its resistance. If X is equal or greater to the Penetration&#039;s value, the defender still takes no damage or magnitude.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&amp;quot;The Golem has a special immunity to Physical damage, having Immunity 5. A Knight with a magic sword enchanted with Penetration 8 tries to strike at it. The sword deals 14 damage normally. The difference between Immunity and Penetration is 3, thus the Knight is able to inflict up to 3 damage per strike with their sword. If the Sword were Penetration 5 or lower, it would not be able to pierce the Golem&#039;s immunity.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Absorb X===&lt;br /&gt;
 &#039;&#039;&#039;Absorb&#039;&#039;&#039; (or Absorption) converts takes half of incoming damage or magnitude and heals the user by that amount instead. When suffixed with a value, this increases healing taken by that value as well.&lt;br /&gt;
 &lt;br /&gt;
 When struck with Penetration attacks, the amount of healing is reduced by the Penetration value, if Penetration is equal or greater than the healing granted, it can deal damage despite the Absorption effect.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&amp;quot;The Fire Elemental is struck with a Fireball, the Fireball deals 13 Fire Damage this time. The Fire Elemental has Absorb 5 to Fire sources. When they take the Fire damage, half the damage rounded up is converted into healing (7), plus its value (5). Ultimately healing 12 health if it lost any.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Penetration X==&lt;br /&gt;
 &#039;&#039;&#039;Penetration X&#039;&#039;&#039; is a modifier that can be made to certain attacks that can ignore a certain amount of Resistances in order to deal damage or magnitude to the resistant target. Penetration halves the value of a given Resistance for the purposes of calculating damage. When suffixed with a value, this Resistance is reduced further by this amount.&lt;br /&gt;
 &lt;br /&gt;
 Penetration works normally against Resistance X and Absorb X, however Immunity differs as its value can&#039;t be halved, instead the value is critical to enabling any kind of damage/magnitude piercing. And if Immunity has a value, this is subtracted from Penetration&#039;s value before damage is calculated. Penetration has no effect on reductions caused by &#039;&#039;&#039;Deflecting&#039;&#039;&#039; the attack, the Penetration property requires direct hits to work.&lt;br /&gt;
 &lt;br /&gt;
 As Penetration can be added to attacks, it can have the value of a regular or [[Meta Dice|Meta die]].&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&amp;quot;The Master Wizard takes on the Fire Elemental and casts a special Fireball, one that has Penetration 5. It deals 14 damage to the Elemental. Penetration reduces Absorption by 5, down to 5. Fire Damage is reduced to 9, the damage is taken and then the Fire Elemental heals 5 damage, net loss of 4 health.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Deflection==&lt;br /&gt;
 &#039;&#039;&#039;Deflection&#039;&#039;&#039; is a natural defence for most characters to reduce and mitigate damage and effects that &#039;&#039;&#039;hit, but not a direct hit&#039;&#039;&#039;. Deflection grants the defender a special form of &#039;&#039;&#039;Resistance X&#039;&#039;&#039; to all damage (that the user can defend against) where X is equal to any existing Resistance X property the character is using. If the character has no other form of Resistance X with a positive value, it is simply &#039;Resistance&#039;. Calculate the Deflection Resistance before other forms of Resistance.&lt;br /&gt;
 &lt;br /&gt;
 The Penetration property to ignore resistances is not effective against the Resistance created by Deflection. Meaning Deflection will always protect the defender whenever it applies.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&amp;quot;The mighty Knight in their heavy armour takes a blow from a Huge Ogre. The Ogre deals 48 damage with their fist. The Knight is wearing armour that grants Resistance 4 to physical damage. The attack triggers Deflection upon the Knight. The damage is halved due to Deflection (24), then halved again due to his armour resisting (12), then both Damage reduction values subtract by 8 (double the original Resistance X from their armour). The Knight only takes 4 damage from this attack, whereas without Deflection they would have taken 20.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Weakness X==&lt;br /&gt;
 &#039;&#039;&#039;Weakness X&#039;&#039;&#039; affects types of damage or statuses that characters are especially vulnerable to. Weakness doubles the damage or magnitude dealt to the appropriate type. If the original damage/magnitude taken is less than X, then they take X in damage/magnitude instead. X ensures a minimum amount of extra damage is taken.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&amp;quot;The Golem, who has Weakness 5 to Electricity, is struck by a Thunderbolt. The Bolt deals 12 damage normally. Because of the Weakness, the Golem instead takes 24 electrical damage from it. Later, the Golem gets a small shock from a Wizard&#039;s Shocking Grasp, this Grasp deals 2 damage normally, 4 when doubled. But because the Golem&#039;s Weakness is value 5, the Golem takes 5 electrical damage instead, which is its minimum weakness value.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Resistance&amp;diff=528</id>
		<title>Resistance</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Resistance&amp;diff=528"/>
		<updated>2026-03-04T02:49:53Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: /* Weakness X */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
| style=&amp;quot;padding:1em; vertical-align:top;&amp;quot; |&lt;br /&gt;
__TOC__&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:75em; align:center; margin:auto;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Resistances&#039;&#039;&#039; reduce the damage or magnitude of effects to help protect characters and entities from harm. They can be gained from the features of Equipment and buffs, innate traits of the character themselves, or by successfully [[Encounter|Deflecting]] attacks.&lt;br /&gt;
 &lt;br /&gt;
 Resistance Properties do not stack in most circumstances, they take the highest value of all applicable Resistances. The only exception is the interaction between &#039;&#039;&#039;Deflection&#039;&#039;&#039; and any other form of Resistance X, in which case both forms will stack.&lt;br /&gt;
&lt;br /&gt;
==Resistance Properties==&lt;br /&gt;
 There are different Resistance types that a character might be able to use. A character can only use &#039;&#039;&#039;one&#039;&#039;&#039; Resistance variation &#039;&#039;&#039;at a time&#039;&#039;&#039;, so when multiple types apply, the player may choose which form to use to transmute damage/magnitude effects.&lt;br /&gt;
 &lt;br /&gt;
 Resistances can be gained from Equipment, such as Armour or Shields. Or they can be part of the innate traits that a character&#039;s species or powers provide. A special form that occurs when an attacker triggers Deflection on a character can grant Resistance X when appropriate.&lt;br /&gt;
===Resistance X===&lt;br /&gt;
 &#039;&#039;&#039;Resistance&#039;&#039;&#039; reduces the damage and/or magnitude from the specified type/property by half. Whenever Resistance is suffixed with a value, that value denotes the Damage Reduction that is subtracted by the remaining damage/magnitude after halving.&lt;br /&gt;
 &lt;br /&gt;
 In the event that multiple Resistance Xs apply, you may only take the &#039;&#039;&#039;highest value&#039;&#039;&#039; of the set. Only &#039;&#039;&#039;one stack&#039;&#039;&#039; of Resistance can apply at a time, except for Deflection. When Deflection and another Resistance stacks, you apply the Resistance first (1/4 original value), then subtract the sum of both Reduction values.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&amp;quot;A Fireball is thrown in the direction of the Golem, it would normally deal 14 Fire damage, however the Golem has Resistance 5 to all damage including Fire. After halving the damage to 7, 5 is subtracted from the remaining damage, meaning the Golem only takes 2 Fire damage.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Immunity X===&lt;br /&gt;
 &#039;&#039;&#039;Immunity X&#039;&#039;&#039; makes the character take no damage and no magnitude from the type of damage/effect specified. If the resistance is suffixed with a value, this value denotes how much it can ignore &#039;&#039;&#039;Penetration&#039;&#039;&#039; properties attempting to ignore its resistance. If X is equal or greater to the Penetration&#039;s value, the defender still takes no damage or magnitude.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&amp;quot;The Golem has a special immunity to Physical damage, having Immunity 5. A Knight with a magic sword enchanted with Penetration 8 tries to strike at it. The sword deals 14 damage normally. The difference between Immunity and Penetration is 3, thus the Knight is able to inflict up to 3 damage per strike with their sword. If the Sword were Penetration 5 or lower, it would not be able to pierce the Golem&#039;s immunity.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Absorb X===&lt;br /&gt;
 &#039;&#039;&#039;Absorb&#039;&#039;&#039; (or Absorption) converts takes half of incoming damage or magnitude and heals the user by that amount instead. When suffixed with a value, this increases healing taken by that value as well.&lt;br /&gt;
 &lt;br /&gt;
 When struck with Penetration attacks, the amount of healing is reduced by the Penetration value, if Penetration is equal or greater than the healing granted, it can deal damage despite the Absorption effect.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&amp;quot;The Fire Elemental is struck with a Fireball, the Fireball deals 13 Fire Damage this time. The Fire Elemental has Absorb 5 to Fire sources. When they take the Fire damage, half the damage rounded up is converted into healing (7), plus its value (5). Ultimately healing 12 health if it lost any.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Penetration X==&lt;br /&gt;
 &#039;&#039;&#039;Penetration X&#039;&#039;&#039; is a modifier that can be made to certain attacks that can ignore a certain amount of Resistances in order to deal damage or magnitude to the resistant target. Penetration halves the value of a given Resistance for the purposes of calculating damage. When suffixed with a value, this Resistance is reduced further by this amount.&lt;br /&gt;
 &lt;br /&gt;
 Penetration works normally against Resistance X and Absorb X, however Immunity differs as its value can&#039;t be halved, instead the value is critical to enabling any kind of damage/magnitude piercing. And if Immunity has a value, this is subtracted from Penetration&#039;s value before damage is calculated. Penetration has no effect on reductions caused by &#039;&#039;&#039;Deflecting&#039;&#039;&#039; the attack, the Penetration property requires direct hits to work.&lt;br /&gt;
 &lt;br /&gt;
 As Penetration can be added to attacks, it can have the value of a regular or [[Meta Dice|Meta die]].&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&amp;quot;The Master Wizard takes on the Fire Elemental and casts a special Fireball, one that has Penetration 5. It deals 14 damage to the Elemental. Penetration reduces Absorption by 5, down to 5. Fire Damage is reduced to 9, the damage is taken and then the Fire Elemental heals 5 damage, net loss of 4 health.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Deflection==&lt;br /&gt;
 &#039;&#039;&#039;Deflection&#039;&#039;&#039; is a natural defence for most characters to reduce and mitigate damage and effects that &#039;&#039;&#039;hit, but not a direct hit&#039;&#039;&#039;. Deflection grants the defender a special form of &#039;&#039;&#039;Resistance X&#039;&#039;&#039; to all damage (that the user can defend against) where X is equal to any existing Resistance X property the character is using. If the character has no other form of Resistance X with a positive value, it is simply &#039;Resistance&#039;. Calculate the Deflection Resistance before other forms of Resistance.&lt;br /&gt;
 &lt;br /&gt;
 The Penetration property to ignore resistances is not effective against the Resistance created by Deflection. Meaning Deflection will always protect the defender whenever it applies.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&amp;quot;The mighty Knight in their heavy armour takes a blow from a Huge Ogre. The Ogre deals 48 damage with their fist. The Knight is wearing armour that grants Resistance 4 to physical damage. The attack triggers Deflection upon the Knight. The damage is halved due to Deflection (24), then halved again due to his armour resisting (12), then both Damage reduction values subtract by 8 (double the original Resistance X from their armour). The Knight only takes 4 damage from this attack, whereas without Deflection they would have taken 20.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Weakness X==&lt;br /&gt;
 &#039;&#039;&#039;Weakness X&#039;&#039;&#039; affects types of damage or statuses that characters are especially vulnerable to. Weakness doubles the damage or magnitude dealt to the appropriate type. If the original damage/magnitude taken is less than X, then they take X in damage/magnitude instead. X ensures a minimum amount of extra damage is taken.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&amp;quot;The Golem, who has Weakness 5 to Electricity, is struck by a Thunderbolt. The Bolt deals 12 damage normally. Because of the Weakness, the Golem instead takes 24 electrical damage from it. Later, the Golem gets a small shock from a Wizard&#039;s Shocking Grasp, this Grasp deals 2 damage normally, 4 when doubled. But because the Golem&#039;s Weakness is value 5, the Golem takes 5 electrical damage instead, which is its minimum weakness value.&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Resistance&amp;diff=527</id>
		<title>Resistance</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Resistance&amp;diff=527"/>
		<updated>2026-03-04T02:48:38Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: /* Weakness X */ Changed Weakness scaling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
| style=&amp;quot;padding:1em; vertical-align:top;&amp;quot; |&lt;br /&gt;
__TOC__&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div style=&amp;quot;max-width:75em; align:center; margin:auto;&amp;quot;&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Resistances&#039;&#039;&#039; reduce the damage or magnitude of effects to help protect characters and entities from harm. They can be gained from the features of Equipment and buffs, innate traits of the character themselves, or by successfully [[Encounter|Deflecting]] attacks.&lt;br /&gt;
 &lt;br /&gt;
 Resistance Properties do not stack in most circumstances, they take the highest value of all applicable Resistances. The only exception is the interaction between &#039;&#039;&#039;Deflection&#039;&#039;&#039; and any other form of Resistance X, in which case both forms will stack.&lt;br /&gt;
&lt;br /&gt;
==Resistance Properties==&lt;br /&gt;
 There are different Resistance types that a character might be able to use. A character can only use &#039;&#039;&#039;one&#039;&#039;&#039; Resistance variation &#039;&#039;&#039;at a time&#039;&#039;&#039;, so when multiple types apply, the player may choose which form to use to transmute damage/magnitude effects.&lt;br /&gt;
 &lt;br /&gt;
 Resistances can be gained from Equipment, such as Armour or Shields. Or they can be part of the innate traits that a character&#039;s species or powers provide. A special form that occurs when an attacker triggers Deflection on a character can grant Resistance X when appropriate.&lt;br /&gt;
===Resistance X===&lt;br /&gt;
 &#039;&#039;&#039;Resistance&#039;&#039;&#039; reduces the damage and/or magnitude from the specified type/property by half. Whenever Resistance is suffixed with a value, that value denotes the Damage Reduction that is subtracted by the remaining damage/magnitude after halving.&lt;br /&gt;
 &lt;br /&gt;
 In the event that multiple Resistance Xs apply, you may only take the &#039;&#039;&#039;highest value&#039;&#039;&#039; of the set. Only &#039;&#039;&#039;one stack&#039;&#039;&#039; of Resistance can apply at a time, except for Deflection. When Deflection and another Resistance stacks, you apply the Resistance first (1/4 original value), then subtract the sum of both Reduction values.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&amp;quot;A Fireball is thrown in the direction of the Golem, it would normally deal 14 Fire damage, however the Golem has Resistance 5 to all damage including Fire. After halving the damage to 7, 5 is subtracted from the remaining damage, meaning the Golem only takes 2 Fire damage.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Immunity X===&lt;br /&gt;
 &#039;&#039;&#039;Immunity X&#039;&#039;&#039; makes the character take no damage and no magnitude from the type of damage/effect specified. If the resistance is suffixed with a value, this value denotes how much it can ignore &#039;&#039;&#039;Penetration&#039;&#039;&#039; properties attempting to ignore its resistance. If X is equal or greater to the Penetration&#039;s value, the defender still takes no damage or magnitude.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&amp;quot;The Golem has a special immunity to Physical damage, having Immunity 5. A Knight with a magic sword enchanted with Penetration 8 tries to strike at it. The sword deals 14 damage normally. The difference between Immunity and Penetration is 3, thus the Knight is able to inflict up to 3 damage per strike with their sword. If the Sword were Penetration 5 or lower, it would not be able to pierce the Golem&#039;s immunity.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Absorb X===&lt;br /&gt;
 &#039;&#039;&#039;Absorb&#039;&#039;&#039; (or Absorption) converts takes half of incoming damage or magnitude and heals the user by that amount instead. When suffixed with a value, this increases healing taken by that value as well.&lt;br /&gt;
 &lt;br /&gt;
 When struck with Penetration attacks, the amount of healing is reduced by the Penetration value, if Penetration is equal or greater than the healing granted, it can deal damage despite the Absorption effect.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&amp;quot;The Fire Elemental is struck with a Fireball, the Fireball deals 13 Fire Damage this time. The Fire Elemental has Absorb 5 to Fire sources. When they take the Fire damage, half the damage rounded up is converted into healing (7), plus its value (5). Ultimately healing 12 health if it lost any.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Penetration X==&lt;br /&gt;
 &#039;&#039;&#039;Penetration X&#039;&#039;&#039; is a modifier that can be made to certain attacks that can ignore a certain amount of Resistances in order to deal damage or magnitude to the resistant target. Penetration halves the value of a given Resistance for the purposes of calculating damage. When suffixed with a value, this Resistance is reduced further by this amount.&lt;br /&gt;
 &lt;br /&gt;
 Penetration works normally against Resistance X and Absorb X, however Immunity differs as its value can&#039;t be halved, instead the value is critical to enabling any kind of damage/magnitude piercing. And if Immunity has a value, this is subtracted from Penetration&#039;s value before damage is calculated. Penetration has no effect on reductions caused by &#039;&#039;&#039;Deflecting&#039;&#039;&#039; the attack, the Penetration property requires direct hits to work.&lt;br /&gt;
 &lt;br /&gt;
 As Penetration can be added to attacks, it can have the value of a regular or [[Meta Dice|Meta die]].&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&amp;quot;The Master Wizard takes on the Fire Elemental and casts a special Fireball, one that has Penetration 5. It deals 14 damage to the Elemental. Penetration reduces Absorption by 5, down to 5. Fire Damage is reduced to 9, the damage is taken and then the Fire Elemental heals 5 damage, net loss of 4 health.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Deflection==&lt;br /&gt;
 &#039;&#039;&#039;Deflection&#039;&#039;&#039; is a natural defence for most characters to reduce and mitigate damage and effects that &#039;&#039;&#039;hit, but not a direct hit&#039;&#039;&#039;. Deflection grants the defender a special form of &#039;&#039;&#039;Resistance X&#039;&#039;&#039; to all damage (that the user can defend against) where X is equal to any existing Resistance X property the character is using. If the character has no other form of Resistance X with a positive value, it is simply &#039;Resistance&#039;. Calculate the Deflection Resistance before other forms of Resistance.&lt;br /&gt;
 &lt;br /&gt;
 The Penetration property to ignore resistances is not effective against the Resistance created by Deflection. Meaning Deflection will always protect the defender whenever it applies.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&amp;quot;The mighty Knight in their heavy armour takes a blow from a Huge Ogre. The Ogre deals 48 damage with their fist. The Knight is wearing armour that grants Resistance 4 to physical damage. The attack triggers Deflection upon the Knight. The damage is halved due to Deflection (24), then halved again due to his armour resisting (12), then both Damage reduction values subtract by 8 (double the original Resistance X from their armour). The Knight only takes 4 damage from this attack, whereas without Deflection they would have taken 20.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Weakness X==&lt;br /&gt;
 &#039;&#039;&#039;Weakness X&#039;&#039;&#039; affects types of damage or statuses that characters are especially vulnerable to. Weakness doubles the damage or magnitude dealt to the appropriate type. If the original damage/magnitude taken is less than X, then they take X in damage/magnitude instead. X ensures a minimum amount of extra damage is taken.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&amp;quot;The Golem, who has Weakness 5 to Electricity, is struck by a Thunderbolt. The Bolt deals 12 damage normally. Because of the Weakness, the Golem instead takes 24 electrical damage from it. Later, the Golem gets a small shock from a Wizard&#039;s Shocking Grasp, this Grasp deals 4 damage normally. But because the Golem&#039;s Weakness is value 5, the Golem takes 5 electrical damage instead, which is its minimum weakness value.&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Versatile_Bonus&amp;diff=526</id>
		<title>Versatile Bonus</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Versatile_Bonus&amp;diff=526"/>
		<updated>2026-03-03T12:11:58Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: Created page with &amp;quot; A &amp;#039;&amp;#039;&amp;#039;Versatile Bonus&amp;#039;&amp;#039;&amp;#039; is a modifier that can become any legal, valid value within the Metaforce system. It is commonly attributed to Meta Dice and Metaphors, which grant these types of bonuses to characters to maximise their options within the game space.    Generally, if a check requires the character to &amp;#039;pass&amp;#039; or &amp;#039;hit&amp;#039; a target. a Versatile bonus becomes a Skill or ToHit bonus to raise chances of success. If the V-Bonus is not required for success then it ca...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; A &#039;&#039;&#039;Versatile Bonus&#039;&#039;&#039; is a modifier that can become any legal, valid value within the Metaforce system. It is commonly attributed to [[Meta Dice]] and [[Metaphor]]s, which grant these types of bonuses to characters to maximise their options within the game space.&lt;br /&gt;
 &lt;br /&gt;
 Generally, if a check requires the character to &#039;pass&#039; or &#039;hit&#039; a target. a Versatile bonus becomes a Skill or ToHit bonus to raise chances of success. If the V-Bonus is not required for success then it can be applied to different values, such as an &#039;&#039;&#039;attack&#039;s damage&#039;&#039;&#039;, or the [[magnitude]] of a Status condition.&lt;br /&gt;
 &lt;br /&gt;
 There are some limits to how a V-Bonus can be applied, such as applying it to values and effects that &#039;&#039;&#039;make sense&#039;&#039;&#039; and &#039;&#039;&#039;are possible&#039;&#039;&#039; to do within the context of the activity involved. Though exceptions can be made when using [[Meta Power]]s such a &#039;&#039;&#039;Magic Effect&#039;&#039;&#039; which largely handwaves justification for Versatile Bonuses and leave it up to the player and Game-Master&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Training_Point&amp;diff=525</id>
		<title>Training Point</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Training_Point&amp;diff=525"/>
		<updated>2026-03-03T12:11:52Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: Created page with &amp;quot; &amp;#039;&amp;#039;&amp;#039;Training Points&amp;#039;&amp;#039;&amp;#039; are a special resource a character gains at 1st level and every level afterwards. It is a &amp;#039;&amp;#039;&amp;#039;Catalyst&amp;#039;&amp;#039;&amp;#039; required to take advantage of some character progression options, alternative Catalysts require &amp;#039;&amp;#039;&amp;#039;roleplay and storytelling&amp;#039;&amp;#039;&amp;#039; in order to achieve.    Generally, any option that specifies the use of a Training Point can only be performed by &amp;#039;&amp;#039;&amp;#039;spending a Training Point&amp;#039;&amp;#039;&amp;#039;, but if pure Experience-based options exist, then Training points...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &#039;&#039;&#039;Training Points&#039;&#039;&#039; are a special resource a character gains at 1st [[level]] and every level afterwards. It is a &#039;&#039;&#039;Catalyst&#039;&#039;&#039; required to take advantage of some character progression options, alternative Catalysts require &#039;&#039;&#039;roleplay and storytelling&#039;&#039;&#039; in order to achieve.&lt;br /&gt;
 &lt;br /&gt;
 Generally, any option that specifies the use of a Training Point can only be performed by &#039;&#039;&#039;spending a Training Point&#039;&#039;&#039;, but if pure [[Experience]]-based options exist, then Training points are not required.&lt;br /&gt;
 &lt;br /&gt;
==TP Usage==&lt;br /&gt;
 The number of ways a character can use a Training Point is as follows:&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;u&amp;gt;Raise Attribute Rank&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 A character can raise an Attribute score of theirs by one by spending &#039;&#039;&#039;one TP&#039;&#039;&#039; plus an amount of experience equal to the &#039;&#039;&#039;rank desired&#039;&#039;&#039;. So if one wants to raise their attribute from 1 to 2, that will be 1 TP plus &#039;&#039;&#039;2 experience&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
 Unlike the Attribute point given at a level up, the character can&#039;t raise an Attribute above their level using TP. Attributes can&#039;t be raised above 6 until they reach &#039;&#039;&#039;Level 7 or higher&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;u&amp;gt;Learn New Metaphor&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 A character can obtain a new Metaphor for any skill or power that they have access to learn (if it is a universal Metaphor, they can be self-taught). There may be special restrictions to other Metaphors being taught such as magic or those gained from unnatural means. The newly created Metaphor manifests at &#039;&#039;&#039;Rank 1&#039;&#039;&#039; with &#039;&#039;&#039;one Metaphor Component Rank&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
 If self-taught and without a narrative Catalyst, the XP cost to learn a new Metaphor is either &#039;&#039;&#039;half&#039;&#039;&#039; the number of Metaphors known divided by &#039;&#039;&#039;2&#039;&#039;&#039; (rounded up). Or, &#039;&#039;&#039;one Training Point&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&amp;lt;small&amp;gt;&amp;quot;If a character has 7 Metaphors and wants to learn an 8th, they can either spend 4 XP (7 / 2 = 3.5 ↑4), or they can spend one Training point. The resulting Metaphor is the same: a rank one Metaphor with one Component rank.&amp;quot;&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;u&amp;gt;Obtain Arc Feature&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 Normally Arc Features can only be obtained at their respective levels, however if the character is able to meet the requirements of an Arc feature&#039;s minimum level and is able to pay the experience cost, they can acquire additional Arc features with Training Points.&lt;br /&gt;
 &lt;br /&gt;
 The cost to obtain one is &#039;&#039;&#039;one TP&#039;&#039;&#039; plus XP equal to the &#039;&#039;&#039;Level requirement&#039;&#039;&#039; of an Arc feature. So, if an Arc feature has a minimum level of 4, it will cost 4 XP to obtain.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;u&amp;gt;Unlock M-Power Slot&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 Normally M-Power slots unlock at odd levels, but more slots can be obtained using Training points. The cost is &#039;&#039;&#039;one TP&#039;&#039;&#039; plus XP equal to the &#039;&#039;&#039;number of M-Power slots owned&#039;&#039;&#039;. So if a character has 2 M-Power slots, it will cost them 2 XP to obtain the third.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;u&amp;gt;Proficiency in Attribute&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 TP and some XP can be used to raise a character&#039;s &#039;&#039;&#039;Proficiency&#039;&#039;&#039; in an Attribute. Proficiency in an Attribute allows all activities involving that Attribute to be treated as +1 Advantage (non-stacking), and be able to be rolled as &#039;&#039;&#039;Attribute dice&#039;&#039;&#039; without the need to [[Exert]].&lt;br /&gt;
 &lt;br /&gt;
 The cost to raise an Attribute to Proficient from nothing is &#039;&#039;&#039;one TP plus 6 XP&#039;&#039;&#039;. This only works on Attributes without Proficiency or Expertise.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;u&amp;gt;Expertise in Attribute&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 Similarly to the above, this can raise a character&#039;s Proficient Attribute to Expertise. Attributes with Expertise may add the character&#039;s [[Level]] as a [[Versatile Bonus]] to any activities involving this Attribute. If rolling Disadvantage or worse on a check, the character gains +1 Advantage state (up to Normal rolling).&lt;br /&gt;
 &lt;br /&gt;
 The cost to obtain this is &#039;&#039;&#039;one TP plus 12 XP&#039;&#039;&#039;. This boost can only be applied to an Attribute which the character is &#039;&#039;&#039;Proficient&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Gaining more TP==&lt;br /&gt;
 Aside from level-ups, the only other way to obtain Training points is through great acts or intense training. A Training point is the &#039;&#039;&#039;itemisation of a Catalyst&#039;&#039;&#039;, a trigger of change within a character. So a Game-Master may give characters a Training point as a wildcard upon completion of a significant task or quest.&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Tension&amp;diff=524</id>
		<title>Tension</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Tension&amp;diff=524"/>
		<updated>2026-02-27T03:24:30Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: Added missing category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &#039;&#039;&#039;Tension&#039;&#039;&#039; is a keyword used to describe a &#039;&#039;&#039;temporary&#039;&#039;&#039; form of [[Exert]] for channelled abilities or forms of exhaustion. Tension is treated as being the same value of Exert, except it disappeared when the source of the Tension is released.&lt;br /&gt;
&lt;br /&gt;
==Tension Cost==&lt;br /&gt;
 The default Tension value for a channelled ability or power is &#039;&#039;&#039;10&#039;&#039;&#039;. Often, the best way to manage and reduce this value for use is to apply a &#039;&#039;&#039;Metaphor bonus&#039;&#039;&#039; to reduce Tension cost. Tension cost can&#039;t be lowered below 1.&lt;br /&gt;
&lt;br /&gt;
==Releasing Tension==&lt;br /&gt;
 To &#039;release Tension&#039; is to &#039;&#039;&#039;dismiss&#039;&#039;&#039; or break concentration on a channelled ability. The user may maintain an ability with Tension even if it surpasses their normal Exert threshold, however the power or ability may be released if it surpasses their Exert limit (the point where a character would fall unconscious).&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Tension&amp;diff=523</id>
		<title>Tension</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Tension&amp;diff=523"/>
		<updated>2026-02-26T21:04:01Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: Created page with &amp;quot; &amp;#039;&amp;#039;&amp;#039;Tension&amp;#039;&amp;#039;&amp;#039; is a keyword used to describe a &amp;#039;&amp;#039;&amp;#039;temporary&amp;#039;&amp;#039;&amp;#039; form of Exert for channelled abilities or forms of exhaustion. Tension is treated as being the same value of Exert, except it disappeared when the source of the Tension is released.  ==Tension Cost==  The default Tension value for a channelled ability or power is &amp;#039;&amp;#039;&amp;#039;10&amp;#039;&amp;#039;&amp;#039;. Often, the best way to manage and reduce this value for use is to apply a &amp;#039;&amp;#039;&amp;#039;Metaphor bonus&amp;#039;&amp;#039;&amp;#039; to reduce Tension cost. Tension cost ca...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &#039;&#039;&#039;Tension&#039;&#039;&#039; is a keyword used to describe a &#039;&#039;&#039;temporary&#039;&#039;&#039; form of [[Exert]] for channelled abilities or forms of exhaustion. Tension is treated as being the same value of Exert, except it disappeared when the source of the Tension is released.&lt;br /&gt;
&lt;br /&gt;
==Tension Cost==&lt;br /&gt;
 The default Tension value for a channelled ability or power is &#039;&#039;&#039;10&#039;&#039;&#039;. Often, the best way to manage and reduce this value for use is to apply a &#039;&#039;&#039;Metaphor bonus&#039;&#039;&#039; to reduce Tension cost. Tension cost can&#039;t be lowered below 1.&lt;br /&gt;
&lt;br /&gt;
==Releasing Tension==&lt;br /&gt;
 To &#039;release Tension&#039; is to &#039;&#039;&#039;dismiss&#039;&#039;&#039; or break concentration on a channelled ability. The user may maintain an ability with Tension even if it surpasses their normal Exert threshold, however the power or ability may be released if it surpasses their Exert limit (the point where a character would fall unconscious).&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Exert&amp;diff=522</id>
		<title>Exert</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Exert&amp;diff=522"/>
		<updated>2026-02-26T18:17:00Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: Created page with &amp;quot; &amp;#039;&amp;#039;&amp;#039;Exert&amp;#039;&amp;#039;&amp;#039; is a keyword used to indicate how many points of Exertion a character takes, it is usually denoted with a value such as &amp;#039;&amp;#039;&amp;#039;Exert 1&amp;#039;&amp;#039;&amp;#039;. Exert can be gained either through the use of powers and abilities, or as a natural hazard present in the game world.  ==Exert Cost==  The default Exert for using abilities is &amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039;, unless otherwise specified. Exert is not a cost unless it is mentioned by keyword.    An alternate cost type called Tension is a temporary...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &#039;&#039;&#039;Exert&#039;&#039;&#039; is a keyword used to indicate how many points of Exertion a character takes, it is usually denoted with a value such as &#039;&#039;&#039;Exert 1&#039;&#039;&#039;. Exert can be gained either through the use of powers and abilities, or as a natural hazard present in the game world.&lt;br /&gt;
&lt;br /&gt;
==Exert Cost==&lt;br /&gt;
 The default Exert for using abilities is &#039;&#039;&#039;1&#039;&#039;&#039;, unless otherwise specified. Exert is not a cost unless it is mentioned by keyword.&lt;br /&gt;
 &lt;br /&gt;
 An alternate cost type called [[Tension]] is a temporary Exert used primarily in channelled abilities. It functions the same way as Exert except that when the ability is no longer channelled, the Tension value is also removed. The default Tension value for a channelled ability is &#039;&#039;&#039;10&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Exert Examples==&lt;br /&gt;
 &amp;lt;u&amp;gt;Exert can be gained in a number of ways including&amp;lt;/u&amp;gt;&lt;br /&gt;
 ♦ Using Abilities that require the character to Exert X.&lt;br /&gt;
 ♦ Using game mechanics that use Exert to benefit from them.&lt;br /&gt;
 ♦ As part of world exploration and the passage of time.&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;u&amp;gt;Ways to cleanse a character of Exert include&amp;lt;/u&amp;gt;&lt;br /&gt;
 ♦ Exposed to abilities or items that remove points of Exert.&lt;br /&gt;
 ♦ Engaging in [[Rest]] activities.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Save&amp;diff=521</id>
		<title>Save</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Save&amp;diff=521"/>
		<updated>2026-02-26T11:27:49Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: /* Exert Bonus */  improved logic, added example&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; A &#039;&#039;&#039;Save&#039;&#039;&#039; occurs when an attacker or trigger meets or beats their target&#039;s [[Status Threshold]]. The target rolls the appropriate dice and modifiers to meet or beat the attacker&#039;s result and if they do, they can reduce the Status [[magnitude]] by half.&lt;br /&gt;
&lt;br /&gt;
==Save Process==&lt;br /&gt;
 If an attack has some Status effect, a value known as &#039;&#039;&#039;Magnitude&#039;&#039;&#039; is inflicted upon the target. The status will attack the target&#039;s Body, Reflex or Mind Core value. If the magnitude meets or exceeds this value, the defender can roll to &#039;&#039;&#039;Save&#039;&#039;&#039; against the condition&#039;s full effects. Otherwise the status ailment fails to be inflicted.&lt;br /&gt;
 &lt;br /&gt;
 Some Status magnitudes &#039;&#039;&#039;persist&#039;&#039;&#039; or linger on a target, this does not inflict the Status condition upon the target, but will be added as a bonus to subsequent attempts.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Save Formula&#039;&#039;&#039;&lt;br /&gt;
 The formula to roll a Save a condition is:&lt;br /&gt;
 &#039;&#039;&#039;[ d12 + Appropiate Attribute + Modifiers ]&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Endurance&#039;&#039;&#039; is used for Body-affecting conditions, and &#039;&#039;&#039;Charisma&#039;&#039;&#039; is used for psychological conditions. Otherwise a condition will specify which Attributes can be used.&lt;br /&gt;
&lt;br /&gt;
==Exert Bonus==&lt;br /&gt;
 Before the defending target rolls a Save, the defender may [[Exert]] 1: Regardless of the Save succeeding or failing, the result of the &#039;&#039;&#039;Attribute die&#039;&#039;&#039; reduces Status magnitude taken by its result, and in the case of success, this reduction occurs &#039;&#039;&#039;after&#039;&#039;&#039; it is halved.&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;small&amp;gt;&#039;&#039;&amp;quot;The Detective has a flask of acid thrown at them while fighting in a laboratory of a suspect. The Acid flask can inflict Acid Burn with a magnitude of 12, this exceeds the Detective&#039;s Body value of 10. The Detective makes a Body Save with TN 12, their Endurance rank is 1 so they get to roll a d4 and it comes up as 3. If she Exerts 1 to resist the condition, then she will roll the save and deduct 3 from the magnitude taken whether she succeeds or not. Down to 9 points on failure and to 3 on success.&amp;quot;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Save&amp;diff=520</id>
		<title>Save</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Save&amp;diff=520"/>
		<updated>2026-02-25T22:03:14Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: Revised Save logic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; A &#039;&#039;&#039;Save&#039;&#039;&#039; occurs when an attacker or trigger meets or beats their target&#039;s [[Status Threshold]]. The target rolls the appropriate dice and modifiers to meet or beat the attacker&#039;s result and if they do, they can reduce the Status [[magnitude]] by half.&lt;br /&gt;
&lt;br /&gt;
==Save Process==&lt;br /&gt;
 If an attack has some Status effect, a value known as &#039;&#039;&#039;Magnitude&#039;&#039;&#039; is inflicted upon the target. The status will attack the target&#039;s Body, Reflex or Mind Core value. If the magnitude meets or exceeds this value, the defender can roll to &#039;&#039;&#039;Save&#039;&#039;&#039; against the condition&#039;s full effects. Otherwise the status ailment fails to be inflicted.&lt;br /&gt;
 &lt;br /&gt;
 Some Status magnitudes &#039;&#039;&#039;persist&#039;&#039;&#039; or linger on a target, this does not inflict the Status condition upon the target, but will be added as a bonus to subsequent attempts.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Save Formula&#039;&#039;&#039;&lt;br /&gt;
 The formula to roll a Save a condition is:&lt;br /&gt;
 &#039;&#039;&#039;[ d12 + Appropiate Attribute + Modifiers ]&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Endurance&#039;&#039;&#039; is used for Body-affecting conditions, and &#039;&#039;&#039;Charisma&#039;&#039;&#039; is used for psychological conditions. Otherwise a condition will specify which Attributes can be used.&lt;br /&gt;
&lt;br /&gt;
==Exert Bonus==&lt;br /&gt;
 Before the defending target rolls a Save, the defender may [[Exert]] 1, and when they do they get to roll the relevant Attribute dice whether the Save succeeds or fails, the magnitude is reduced by the result before its magnitude is halved.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Rest&amp;diff=519</id>
		<title>Rest</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Rest&amp;diff=519"/>
		<updated>2026-02-16T14:28:36Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: Created and expanded on rest mechanics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &#039;&#039;&#039;Rest&#039;&#039;&#039; is a world-building mechanic to help characters recover from injury and fatigue and simulate how humanoids would normally go about their day. There are two types of rest, &#039;&#039;&#039;Short&#039;&#039;&#039; and &#039;&#039;&#039;Long&#039;&#039;&#039;, and there is also a resource characters have called &#039;&#039;&#039;Rest Points&#039;&#039;&#039; which determine how many times a character can Short-Rest and how effective their Long rests are.&lt;br /&gt;
 &lt;br /&gt;
 Characters own a number of &#039;&#039;&#039;Rest Points (RP)&#039;&#039;&#039; equal to their level, this is restored after every Long Rest. RP is required to benefit from healing from a Short-Rest but is not required for a Long-Rest. Spending multiple Rest Points on a Short-Rest can multiply the amount of healing given during a Short-Rest.&lt;br /&gt;
 &lt;br /&gt;
 During any rest, the amount of points given to a character to heal or recover can be distributed to regaining lost HP, or cleansing Exert or other negative Status condition magnitudes. Healing may be limited for characters who have low health, high Exertion and are suffering from many or serious status conditions. It is the player&#039;s decision on what ailments to focus on first during Rests.&lt;br /&gt;
&lt;br /&gt;
==Short Rest==&lt;br /&gt;
 Rest Time: 10, 30, 60 minutes.&lt;br /&gt;
 &lt;br /&gt;
 A Short-Rest is a moment of downtime between Long Rests in a character&#039;s day, where they perform light activity, tend to their needs and otherwise recovering from whatever came before them.&lt;br /&gt;
 &lt;br /&gt;
 Whenever a character Short-Rests, they can benefit from natural healing and recovery by spending a Rest Point.  Resting for &#039;&#039;&#039;10 minutes&#039;&#039;&#039; lets a character distribute healing/recovery between their HP, Exert and Status Magnitudes equal to their &#039;&#039;&#039;character [[Level]]&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
 For 30 and 60 minutes rest respectively, the character can gain an additional 1dX or 2dX healing/recovery, where X is their &#039;&#039;&#039;Endurance&#039;&#039;&#039; Attribute die (as if they Exerted). If their Endurance is 0 or less, then they only get 1 or 2 points respectively.&lt;br /&gt;
&lt;br /&gt;
==Long Rest==&lt;br /&gt;
 Rest Time: 4 to 8 hours.&lt;br /&gt;
 &lt;br /&gt;
 Long-Rests are an activity a character can do once per &#039;day&#039;, a long period of rest intended to give the character the most time to recover. A character needs to reserve at least &#039;&#039;&#039;four hours&#039;&#039;&#039; of Long rest to start benefitting from this activity, and ideally rest for up to &#039;&#039;&#039;eight hours&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
 Long Resting for &#039;&#039;&#039;four hours&#039;&#039;&#039; gives the player an amount of healing/recovery equal to their &#039;&#039;&#039;Body&#039;&#039;&#039; Core value. But for every &#039;&#039;&#039;two hours beyond&#039;&#039;&#039; the fourth, up to the eighth, the character gets to restore an additional &#039;&#039;&#039;Body&#039;&#039;&#039; score amount of HP, Exert and Status cleansing. Making a total of x3 the user&#039;s Body score in healing.&lt;br /&gt;
 &lt;br /&gt;
 Any unused Rest Points (RP), convert into Rest-Healing equal to the character&#039;s level times the RP remaining. After a Long Rest, RP is restored to the character&#039;s maximum.&lt;br /&gt;
&lt;br /&gt;
==Healing Modifiers / Multipliers==&lt;br /&gt;
 There are a number of ways that healing from Rest can be enhanced (or hindered) due to circumstance or the character&#039;s use of items or properties. Here are some examples of what may affect Rest-Healing.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Healing Items&#039;&#039;&#039;&lt;br /&gt;
 The use of Healing items, Medkits and other curatives can enhance the healing process during Rest. Such items will describe how much more effective healing is when used during rest. Normally these will accelerate HP-base healing but may affect Conditions as well.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Not Meeting Needs&#039;&#039;&#039;&lt;br /&gt;
 Unless the character&#039;s biology indicates otherwise, a character must tend to their needs of sleep, eating, drinking and anything else that promotes healthy living. If a character is lacking in one or more of these regards they may have their overall Rest-Resting cut in &#039;&#039;&#039;half&#039;&#039;&#039;, and not be able to cleanse conditions related to things like Hunger or Thirst without consuming the appropriate resource.&lt;br /&gt;
 &lt;br /&gt;
 A Starving character may be blocked from recovering HP naturally, and a character dying from Thirst may not cleanse Exert. A character who falls unconscious from over-Exertion while unable to recover Exert will die within a day.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Uncomfortable Rest&#039;&#039;&#039;&lt;br /&gt;
 Resting in extreme conditions such as heat/cold, or dangerous locations may affect rest as if a character&#039;s needs are not met. Such places provide &#039;&#039;&#039;half&#039;&#039;&#039; the amount of rest-healing unless adjustments are made to make it more bearable.&lt;br /&gt;
 &lt;br /&gt;
 Having a Long-Rest interrupted by danger or unpleasant effects will treat the Long-rest as only having a duration of 4 hours even if the entire 8 hour rest was planned.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Unusual Size&#039;&#039;&#039;&lt;br /&gt;
 If a character&#039;s [[Size]] is 2 or higher, then healing towards their HP is multiplied by their &#039;&#039;&#039;Size-Rating&#039;&#039;&#039;, thus a Size-2 character gets x2 as much HP healing from rest than if they were normal sized. This multiplier does &#039;&#039;&#039;not&#039;&#039;&#039; affect Exert and other condition magnitude cleansing.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=How_To_Play&amp;diff=518</id>
		<title>How To Play</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=How_To_Play&amp;diff=518"/>
		<updated>2026-02-16T13:57:42Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: Fixed layout, rewritten for 2026&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; This section will explain the basics of Metaforce gameplay and the types of [[Encounter]]s and scenarios one might face in a typical game. We will also go over the types of checks that may be called and how to process them.&lt;br /&gt;
 &lt;br /&gt;
 Players should use a [https://docs.google.com/spreadsheets/d/1LW2_xME7MItWH1jfz711WY0tKHBHugYz3ftupmVjNGQ/edit?usp=sharing Character Sheet] to record and refer to the stats and abilities for their character. For details on how to use the character sheet (after copying the template), refer to [[Character Sheet]].&lt;br /&gt;
 &lt;br /&gt;
 Once the player has filled in the [[Attribute]]s, [[Metaphor]]s, [[Arc]] features, Items and Equipment for their character with the Game-Master&#039;s guidance the character should be playable.&lt;br /&gt;
 &lt;br /&gt;
 The Game-Master should inform you of any divergences from the base rules while playing their game, the Metaforce core rules are a good guide for most things, but your Game-Master has &#039;&#039;&#039;ultimate authority&#039;&#039;&#039; over how and what rules are applied in their game.&lt;br /&gt;
&lt;br /&gt;
==Types of Checks==&lt;br /&gt;
===Skill Check===&lt;br /&gt;
 A &#039;&#039;&#039;&amp;lt;code&amp;gt;Skill Check&amp;lt;/code&amp;gt;&#039;&#039;&#039; is called upon to the player character to determine whether a risky task or action undertaken will be successful, creating a desired or positive outcome, or failure, in which case the outcome is undesirable. The formula is:&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;[ d12 + Attribute Bonus + Metaphor Bonuses ]&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 Skill checks have a &amp;lt;code&amp;gt;&#039;&#039;&#039;Target-Number&#039;&#039;&#039;&amp;lt;/code&amp;gt; (TN) which the player must meet or exceed in order to be considered &#039;Successful&#039;, or &#039;Pass the check&#039;. This TN could be set as per any rulings for routine tasks and scenarios, or it could be improvised by the Game-Master depending on how difficult the check is.&lt;br /&gt;
 &lt;br /&gt;
 If the character&#039;s &#039;&#039;&#039;Passive skill TN&#039;&#039;&#039; is equal or higher than the check required, then they don&#039;t need to roll, they automatically succeed.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Attribute/Improvised Check&#039;&#039;&#039;&lt;br /&gt;
 When a character has no appropriate Metaphor or ability to help assist in a Skill check. They roll with their Attribute bonuses instead. The formula is:&lt;br /&gt;
 &#039;&#039;&#039;[ d12 + Attribute bonus ]&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 Normally this would just be the flat, linear bonus shown on their character sheet. However if the character [[Exert]]s 1, they can boost this Attribute bonus into a &#039;&#039;&#039;Attribute die&#039;&#039;&#039; instead. Up to a md12 at rank 5, or multiple md12s at rank 6 and above.&lt;br /&gt;
&lt;br /&gt;
===ToHit Check===&lt;br /&gt;
 ToHit checks are related to combat, and instead of an specific Target Number to meet or beat, the attack or ability is attempting to overcome a creature or target&#039;s defenses. Attacks that require accuracy (ToHit) need to equal or exceed the target&#039;s [[Evasion]] in order to &#039;touch&#039; them with an attack. But to deal the full amount of damage and effects they must &#039;&#039;&#039;exceed&#039;&#039;&#039; the target&#039;s [[Deflection]] as well.&lt;br /&gt;
 &lt;br /&gt;
 For Evasion, the character must roll at least &#039;&#039;&#039;equal to or greater&#039;&#039;&#039; than the target&#039;s Evasion to even affect them, else they will avoid the attack harmlessly. For Deflection, the character must roll &#039;&#039;&#039;higher&#039;&#039;&#039; than the foe&#039;s Deflection or some damage/effects will be lessened by a varying amount.&lt;br /&gt;
 &lt;br /&gt;
==Explosive Dice (Critical Effect)==&lt;br /&gt;
 A feature built into every native &#039;&#039;&#039;d12&#039;&#039;&#039; rolled in a &#039;&#039;&#039;Skill or ToHit check&#039;&#039;&#039; is that the die will &#039;explode&#039; when rolling its &#039;&#039;&#039;highest value&#039;&#039;&#039;. This means rolling a 12 on these dice will result in a &#039;&#039;&#039;&amp;lt;abbr title=&amp;quot;A d12 die, except it has no side with a value lower than 5&amp;quot;&amp;gt;Meta-d12&amp;lt;/abbr&amp;gt;&#039;&#039;&#039; being rolled and added to the result as a &#039;&#039;&#039;Versatile Bonus&#039;&#039;&#039;. If the check was rolled with &amp;lt;abbr title=&amp;quot;Roll twice and take the higher value&amp;quot;&amp;gt;Advantage&amp;lt;/abbr&amp;gt;, then the value of the other die is added to the result and &#039;&#039;&#039;treated as&#039;&#039;&#039; a Meta-d12 instead.&lt;br /&gt;
 &lt;br /&gt;
 Only &#039;&#039;&#039;Non-meta die/dice&#039;&#039;&#039; may have the explosive property, therefore created Meta-dice from a critical can&#039;t explode again even when rolling their highest result.&lt;br /&gt;
&lt;br /&gt;
===Weapon/Attack Bonus Die===&lt;br /&gt;
 Weapons will often have a &#039;&#039;&#039;base damage&#039;&#039;&#039; and an associated &#039;&#039;&#039;Bonus die&#039;&#039;&#039;, these together usually make the full damage of a weapon&#039;s attack. When using special attacks, this Bonus die can also be used to inflict various [[magnitude|Status]] conditions on a target, by changing the bonus type from damage to magnitude. The damage dealt plus the magnitude becomes the total magnitude capable of inflicting the status upon the target, or the Target-Number the opponent must roll to [[Save] themselves from the full effects of the condition.&lt;br /&gt;
&lt;br /&gt;
==Modes of Play==&lt;br /&gt;
 Throughout a game, there will be different modes of play, these are fairly standard for most TTRPGs but they are listed here to give new players an idea of how games are structured.&lt;br /&gt;
&lt;br /&gt;
===Roleplay / Exploration===&lt;br /&gt;
 Roleplay scenes are generally when characters are permitted to act and speak in a more relaxed pace, whether players engaged in actual roleplay is irrelevant, the key aspect here is that the pacing of play is not as strict as in other modes and that characters often get a choice of where they wish to go, or by who or what they interact with. It is the Game-Master&#039;s job to present a scene for a player to understand their options, and to answer any questions about the scene and its contents for more clarity and take action when desired.&lt;br /&gt;
 &lt;br /&gt;
 Roleplay and Exploration scenes are also where most &#039;&#039;&#039;Skill checks&#039;&#039;&#039; are used and called upon. A Game-Master should always call for a check if a player causes an event to happen, but it up to the player to actively use their skills/metaphors as the Game-Master isn&#039;t required to call checks for optional events.&lt;br /&gt;
 &lt;br /&gt;
 In short: Roleplay and Exploration is about &#039;&#039;&#039;problem-solving&#039;&#039;&#039; and &#039;&#039;&#039;using whatever is around you&#039;&#039;&#039; to your advantage. You can &#039;&#039;&#039;ask the Game-Master questions&#039;&#039;&#039; if you&#039;re unsure of anything and &#039;&#039;&#039;what options you have&#039;&#039;&#039; beyond the basic description. You can even simply tell the Game-Master you don&#039;t know what to do next, and they should advance the story (so long as you are willing to go along for the ride).&lt;br /&gt;
&lt;br /&gt;
===Combat / Encounter===&lt;br /&gt;
 In games that feature the concept, &#039;&#039;&#039;conflict&#039;&#039;&#039; may arise and the character may have to defend themselves from hostile entities, or simply from dangerous events that threaten their life. In Combat Encounters, the game becomes more mechanical in nature and less free-form. Combat is usually measured in &#039;&#039;&#039;rounds of time&#039;&#039;&#039; (approximately 6 seconds each).&lt;br /&gt;
 &lt;br /&gt;
 For more information about how Combat rounds transpire, look over at the [[Encounter]] article for deeper instructions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Downtime / Rest===&lt;br /&gt;
 &amp;lt;code&amp;gt;&#039;&#039;&#039;Downtime and Rest&#039;&#039;&#039;&amp;lt;/code&amp;gt; scenes work differently from the other modes of play in that it is the most distant and hands-off play that more serves like a time-skip or recap than it is actively playing characters. If it does not serve the story or game to go into deeper detail, a Game-Master can simply allow players and their characters to simply tell them what they want to do and how they spend non-trivial amounts of time to work on projects or rest.&lt;br /&gt;
 &lt;br /&gt;
 For more specific information on Short and Long Rests, see [[Rest]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Encounter&amp;diff=517</id>
		<title>Encounter</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Encounter&amp;diff=517"/>
		<updated>2026-02-14T20:10:21Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: Page rewritten&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; In most games, conflict will be inevitable, and depending on how hostile the situation gets the game will turn into an &#039;&#039;&#039;Encounter&#039;&#039;&#039;. Encounters switch the rules around from Roleplay and become more mechanical, time is also slower and more measured.&lt;br /&gt;
 &lt;br /&gt;
 Encounters are conducted by a system called [[Action Frame]]s, where a number of actions can be taken simultaneously providing they fit within 3 seconds of time. Each character gets &#039;&#039;&#039;two&#039;&#039;&#039; Action-frames per turn/round, meaning each turn/round lasts around 6 seconds.&lt;br /&gt;
&lt;br /&gt;
==Combat Operation==&lt;br /&gt;
===Initiative===&lt;br /&gt;
 When a Combat Encounter has been called, all participant characters must &#039;&#039;&#039;roll for Initiative&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
 All characters should roll &amp;lt;code&amp;gt;&#039;&#039;&#039;d12 + Reflex + Other bonuses&#039;&#039;&#039;&amp;lt;/code&amp;gt;, to determine turn order. A couple of order methods can be used:&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Direct Order&#039;&#039;&#039;&lt;br /&gt;
 With Direct order, every character is arranged from &#039;&#039;&#039;highest (fastest) to lowest (slowest)&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Alternating Order&#039;&#039;&#039;&lt;br /&gt;
 With Alternating order, the character with the highest value goes first, followed by the &#039;&#039;&#039;fastest of the other team&#039;&#039;&#039;, this continues with the next highest initiative character for each side until all participants are loaded into the turn order.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&amp;quot;As the party journeyed through the forest, they were ambushed by a handful of Bandits! After rolling initiative, the player playing the Fighter goes first, followed by the fastest Bandit, then the Druid, then the second bandit and so on. When the order was set, the battle begins!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Turn Begins===&lt;br /&gt;
 When a character begins their turn, they will be given &#039;&#039;&#039;two Frames&#039;&#039;&#039; to perform actions. A character typically can move and perform an action or task at the same time, provided there are no logical conflicts with appendages used.&lt;br /&gt;
 &lt;br /&gt;
 However, if a round begins and a character has not yet received their turn and are caught unawares, do not gain any Reactions. Characters aware of the threat will still get a Reaction though.&lt;br /&gt;
&lt;br /&gt;
===During a Turn===&lt;br /&gt;
 When a character starts their turn, they start with all of their &#039;&#039;&#039;Action-Frames&#039;&#039;&#039;, normally two of them. Each Frame allows a character 3 seconds worth of time to move and act. When each frame resolves, the character can continue until they have resolved all Action-Frames and then end their turn.&lt;br /&gt;
&lt;br /&gt;
===After/Between Turns===&lt;br /&gt;
 When a character ends their turn, they have one &#039;&#039;&#039;Reaction&#039;&#039;&#039; that can be used to do something outside of their turn. This reaction works the same as any Action-Frame, except it is limited to one particular activity instead of multiple.&lt;br /&gt;
 &lt;br /&gt;
 A character may be able to spend a Frame at the end to anticipate events ahead of time. This is known as &#039;Vigilance&#039;. When a character is Vigilant, they gain an extra Reaction they can use between their turn, instead of one.&lt;br /&gt;
&lt;br /&gt;
===Concluding a Combat Encounter===&lt;br /&gt;
 Usually, a Combat Encounter is complete when combatants on one side are defeated, either by incapacitation, death or retreat. If the game uses [[Experience]], then points can be reward for completion of an encounter like this based on the difficulty, either set by the Game-Master or by how difficult it was for the player characters to win.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&amp;quot;When the player characters defeated the Bandits who ambushed them, they won the battle. The Game-Master rewards XP to each character who participated and the characters may find loot on those they defeated&amp;quot;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 Likewise, if the player characters are all defeated, this will result in a TPK, a &#039;&#039;&#039;Total Party Kill&#039;&#039;&#039;. Depending on the Game-Master&#039;s decision, the character could wind up dead for good, reborn some other way (As Undead, Ghosts, Other...) or offer to restart the encounter like it were a video-game with save states.&lt;br /&gt;
&lt;br /&gt;
==Attacking and Damaging Targets==&lt;br /&gt;
 During a combat encounter, participants will try to attack each other to deal damage to each other&#039;s &#039;&#039;&#039;Health&#039;&#039;&#039; (HP). When a character&#039;s HP is reduced to 0, they are &#039;&#039;&#039;Incapacitated&#039;&#039;&#039; and unable to act. If a character&#039;s HP is reduced to a negative value greater than their [[Core Value|Body Core value]], that character may die instead.&lt;br /&gt;
 &lt;br /&gt;
 Not all creatures are equal in terms of game mechanics. While important characters and Player Characters may be &#039;&#039;&#039;Protected&#039;&#039;&#039;, allowing them to survive with negative HP lower than their Core value, lesser entities such as regular enemies may be knocked out or killed the moment their HP reaches 0 or less. This is to generally make encounters less tedious as only special opponents may use mechanics to revive fallen allies.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&amp;quot;During the battle, a Bandit knocked out the Wizard who dropped their HP down to -4, but since the Wizard has a Body value of 10, they survive. The Fighter avenges the Wizard by striking a powerful blow to the Bandit, dropping them to -3. The Bandit is not a protected entity thus they were instantly killed/defeated, their Body value is irrelevant.&amp;quot;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
===ToHit Checks===&lt;br /&gt;
 Attacks against targets are rolled as &#039;&#039;&#039;ToHit checks&#039;&#039;&#039;:&lt;br /&gt;
 &#039;&#039;&#039;[ d12 + appropiate Attribute + Metaphor bonuses + Equipment bonuses ]&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 If the attacker rolls high enough to beat the target&#039;s Evasion and/or Deflection, they may hit the target and deal damage. If the player rolls a 12 on a d12, that die may &#039;&#039;&#039;explode&#039;&#039;&#039;, creating a Critical [[Meta Dice|Meta-d12]] that can provide a Versatile bonus towards the attack. The Critical Bonus effect can take a variety of bonus types, including extra ToHit, damage or inflict a Status Magnitude appropriate to the attack used.&lt;br /&gt;
 &lt;br /&gt;
 When attacking unusually &#039;&#039;&#039;large creatures&#039;&#039;&#039;, the Critical bonus value can be used to multiply the damage of the attack up to the target&#039;s [[Size]]-rating.&lt;br /&gt;
 &lt;br /&gt;
 The Appropriate Attribute Bonus is based on the attack method. Weapons relying on force usually benefit from &#039;&#039;&#039;Strength&#039;&#039;&#039;, while others valuing speed and precision can use &#039;&#039;&#039;Agility&#039;&#039;&#039;. &#039;&#039;&#039;Perception&#039;&#039;&#039; can be useful when predicting enemy movements, making it applicable to most other attacks. This bonus is only the &#039;&#039;&#039;Base value&#039;&#039;&#039;, Attribute dice are not used here.&lt;br /&gt;
 &lt;br /&gt;
 The target numbers needed for an attack to hit the target are as follows:&lt;br /&gt;
 &lt;br /&gt;
 ♦ &#039;&#039;&#039;Evasion&#039;&#039;&#039;: ToHit must be &#039;&#039;&#039;equal or greater&#039;&#039;&#039; this value to make contact. Otherwise the defender evades the attack.&lt;br /&gt;
 &lt;br /&gt;
 ♦ &#039;&#039;&#039;Deflection&#039;&#039;&#039;: ToHit must &#039;&#039;&#039;exceed&#039;&#039;&#039; this value or the attack may be reduced or negated by other means.&lt;br /&gt;
 &lt;br /&gt;
 Attacks mitigated by Deflection can provide varying protection depending on context and the equipment worn by the defender. Deflection could negate damage/magnitude of an attack, or reduce it to 1 point each. A partially effective defense can reduce damage/magnitude taken by half, or remove the base or bonus portion of the value dealt against them.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&amp;quot;The Wolf attempts to gnaw at the Fighter in heavy armour, the Wolf was able to hit, but failed to beat the Fighter&#039;s Deflection. The Game-Master could rule the Wolf&#039;s bite does nothing, or at most 1 point of damage.&amp;quot;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&amp;quot;The Bandit strikes the Fighter with a metal mace, the attack hits but suffers Deflection. The damage dealt is 4+6 (10). With a moderately effective defense, the Game-Master can rule it does half damage (5), negates base damage (6), or negates bonus damage (4).&amp;quot;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 Deflection always reduces damage/magnitude by at &#039;&#039;&#039;least 1 point&#039;&#039;&#039; regardless.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&amp;quot;A Giant four times the size of the Fighter slams their club down on them. Dealing 16+24 (40) damage. As the Fighter is not equipped to deal with such a massive attack, Deflection may end up only reducing damage taken by 1. But at the very least, they do get to reduce it by 1 no matter what.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Using Action-Frames===&lt;br /&gt;
 Multiple actions can take place in a single Action-Frame, but there are limitations to which of these can be performed simultaneously. This is determined by what and how the user&#039;s appendages/limbs are used at any given moment.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Attack&#039;&#039;&#039;&lt;br /&gt;
 Character strikes a target creature with an Unarmed strike or Melee Weapon. They deal damage equal to the attack&#039;s damage on hit (dX + X typed damage). Attacks normally only deal additional effects when augmented by a &#039;&#039;&#039;Special Attack&#039;&#039;&#039;, or by rolling the maximum value of a d12 to trigger a Bonus Meta-Dice, adding the option to inflict Status Magnitude.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Special Attack&#039;&#039;&#039;&lt;br /&gt;
 Spending a Frame to prepare a subsequent attack allows the character to augment the next attack, allowing damage inflicted to also inflict a status magnitude appropriate to the weapon. When factoring in the [[Attribute]] bonus in this way, the user uses their &#039;&#039;&#039;Attribute die&#039;&#039;&#039; instead of the flat bonus. If the user&#039;s Attribute is 6 or higher, every rank above 5 adds another md12, the result is the highest out of all md12s rolled.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Movement&#039;&#039;&#039;&lt;br /&gt;
 Characters can move during Action-Frames even while performing other actions. An action can be performed if the character moves no further than their base speed.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Dashing&#039;&#039;&#039; prevents a character from using any actions that use their arms and legs in exchange for double the move speed that frame, even if it is just 5ft greater than their base speed.&lt;br /&gt;
 &lt;br /&gt;
 Some actions may limit movement while concentrating or charging up, this means the character can&#039;t move &#039;&#039;&#039;more than 5ft&#039;&#039;&#039; in any direction per frame. Characters who do not move for a Frame do not carry over unused movement to other Frames.&lt;br /&gt;
 &lt;br /&gt;
 For the purposes of line-of-sight, a character can perform an action at the &#039;&#039;&#039;start and end&#039;&#039;&#039; of their frame. If the character can hit their intended target in at least one of those parts of their movement it can still count.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Prime / Fire&#039;&#039;&#039; (for Bows and Arrows)&lt;br /&gt;
 For Bows and Arrows, it takes a frame to draw an arrow to a bow (Priming), but firing it is a Quickened action (can be performed in the same frame as another action). &lt;br /&gt;
 &lt;br /&gt;
 To &#039;&#039;&#039;Prime&#039;&#039;&#039; is to load and prime an Arrow into the Bow, priming it so that it may be &#039;&#039;&#039;Fired&#039;&#039;&#039; at any time. A bow does not need to be fired immediately after, but it can&#039;t be fired as a Reaction until it has been properly primed. Priming a bow can be performed as a Reaction and be turned into a Quickened action via the Metaphor component &#039;&#039;&#039;Optimise&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Unload / Reload&#039;&#039;&#039; (for Firearms)&lt;br /&gt;
 Similar to Bows, Guns often have to be reloaded once they have depleted their number of shots. But given the complexity of such weapons, the character must take time to &#039;&#039;&#039;unload&#039;&#039;&#039; the empty weapon before they can load in more shots, only then they can continue firing.&lt;br /&gt;
 &lt;br /&gt;
 Unload and Reload are the same action, except Unload is only available on loaded firearms and Reload is only available on unloaded firearms.&lt;br /&gt;
 &lt;br /&gt;
 Firing a gun while controlling recoil takes a frame, firing rapidly up to three times (while losing Advantage, and suffering Disadvantage for every subsequent shot respectively) also only takes a frame.&lt;br /&gt;
 &lt;br /&gt;
 ♦ &#039;&#039;&#039;Fire once per frame&#039;&#039;&#039;: Advantage (if proficient)&lt;br /&gt;
 ♦ &#039;&#039;&#039;Fire twice per frame&#039;&#039;&#039;: Second shot rolls at Normal (Lost Advantage).&lt;br /&gt;
 ♦ &#039;&#039;&#039;Fire thrice per frame&#039;&#039;&#039;: Third shot rolls at Disadvantage (suffer Disadvantage).&lt;br /&gt;
 &lt;br /&gt;
 Not all weapons can be rapidly fired, be sure to read weapon specifics for fire speed.&lt;br /&gt;
 &lt;br /&gt;
 Unloading a firearm takes a frame and so does reloading it with a rounds take a frame. One can quickly discard a firearm&#039;s remaining rounds as a quickened action but reloading always takes the normal amount of time. If a firearm user wants to be able to reload in a single frame they can take the Metaphor component &#039;Optimise: Unload/Reload&#039;, turning both into quickened actions.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&amp;quot;The Detective hiding behind cover has already shot six times from their Revolver, thankfully they have a Speed-Loader ready to keep the gunfight going. They spend a Frame to &#039;&#039;&#039;Unload&#039;&#039;&#039; the chambers of the Revolver, then on the second Frame they use a Speed-loader to &#039;&#039;&#039;Reload&#039;&#039;&#039; the gun. When their turn is over, they can fire their Revolver as a Reaction at anyone who may cross their line of sight.&amp;quot;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Tap Mana / Cast Spell&#039;&#039;&#039; (for Spellcasting)&lt;br /&gt;
 See [[Magic]] for more detailed information abotu how Spells are cast in an Encounter.&lt;br /&gt;
&lt;br /&gt;
==Special Encounter==&lt;br /&gt;
 Special Encounters occur when an Encounter is not against a particular foe, but to &#039;&#039;&#039;an event&#039;&#039;&#039;. It uses the same rules regarding time management but there is &#039;&#039;&#039;no Initiative&#039;&#039;&#039;, instead the participants have to achieve an objective or goal, the simplest form of goal is &#039;&#039;&#039;not dying&#039;&#039;&#039;, or avoiding a tragedy. Special Encounters are often under a &#039;&#039;&#039;time-limit&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&amp;quot;As Squad 119 entered the hallway of the space-station, emergency sirens ring out as the automated systems detected a threat. It begins to open the airlock, causing a huge atmospheric shift that will pull the team into outer space. They have only have four rounds to override the airlock system or be left breathless in the vacuum it creates!&amp;quot;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 A Special Encounter concludes when the event has been solved or the danger imposed by it no longer affects the player characters.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&amp;quot;The Robotic Syn-frame of Squad 119 is able to hack into the Airlock systems using her Codex just before the atmosphere was depleted, shutting the doors and pressurizing the hallway. Everyone biological was able to recover from the ordeal moments after&amp;quot;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Meta_Power&amp;diff=516</id>
		<title>Meta Power</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Meta_Power&amp;diff=516"/>
		<updated>2026-02-14T16:27:15Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: /* Finishing Touch */ Critical buff for Finishing Touch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &#039;&#039;&#039;Meta-Powers&#039;&#039;&#039; are special &#039;&#039;&#039;narrative interventions&#039;&#039;&#039; a player can use to alter the results of checks and interactions between their character and the story. &#039;M-Powers&#039; usually &#039;&#039;&#039;cost some amount of [[Meta Point|MP]]&#039;&#039;&#039; in order to use, but only when it creates a &#039;&#039;&#039;meaningful&#039;&#039;&#039; change to an event or outcome.&lt;br /&gt;
 &lt;br /&gt;
 M-Powers &#039;&#039;&#039;never expend MP&#039;&#039;&#039; if the result can&#039;t change a character&#039;s fate. Players can cancel the usage of M-Powers for free, but cancelling &#039;&#039;&#039;prevents&#039;&#039;&#039; them from being reused or recalled until the next interaction. Some M-Powers may have indirect effects, MP can&#039;t be refunded if these indirect effects do not produce useful outcomes.&lt;br /&gt;
&lt;br /&gt;
==Meta-Power Select==&lt;br /&gt;
 Players can assign a character a number of Meta-Powers equal to &#039;&#039;&#039;half their character Level&#039;&#039;&#039; (rounded up).&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;small&amp;gt;(&#039;&#039;&#039;Create a Meta-Die&#039;&#039;&#039; and &#039;&#039;&#039;Deus Ex&#039;&#039;&#039; do not count towards this limit and are automatically equipped)&amp;lt;/small&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 A player may change a character&#039;s equipped M-Powers &#039;&#039;&#039;between Sessions&#039;&#039;&#039;, or when their Game-Master permits. Some M-Powers require &#039;&#039;&#039;full-commitment&#039;&#039;&#039; and become unequippable once used.&lt;br /&gt;
 &lt;br /&gt;
 The intent is to &#039;&#039;&#039;not allow&#039;&#039;&#039; players to trivially swap to more desirable M-Powers whenever they come across an interaction they can&#039;t handle. Prepare your M-Powers carefully to adapt to any event.&lt;br /&gt;
&lt;br /&gt;
==Automatic M-Powers==&lt;br /&gt;
 These powers do not count to your character&#039;s limit of M-Powers and are automatically equipped.&lt;br /&gt;
&lt;br /&gt;
===Create a Meta-Die===&lt;br /&gt;
 &amp;lt;small&amp;gt;This is the Signature M-Power of the Metaforce system.&amp;lt;/small&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;Influence the outcome of a check or interaction with the Versatile Bonus of a [[Meta Die|Meta-die]]&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
 Use during an interaction/check with at least one numerical value that can be added or subtracted by the result. This can affect the user&#039;s own values, or those interacting with them.&lt;br /&gt;
 &lt;br /&gt;
 This power doesn&#039;t work on opponents who are [[Metaforce User]]s.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;MP Cost&#039;&#039;&#039;&lt;br /&gt;
  MP Cost is equal to the &#039;&#039;&#039;result rolled on the Meta-die&#039;&#039;&#039; provided by this power. Due to this, the Meta-die used can&#039;t have more sides than the character&#039;s &#039;&#039;&#039;remaining MP&#039;&#039;&#039;. If the character has 3 or less MP, this power can&#039;t be used.&lt;br /&gt;
 &lt;br /&gt;
 The player can &#039;&#039;&#039;cancel&#039;&#039;&#039; the Power if the result is not to their liking, but they &#039;&#039;&#039;can&#039;t use&#039;&#039;&#039; this M-Power again for the same interaction. MP is spent when the player commits to the result.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Effect&#039;&#039;&#039;&lt;br /&gt;
 The player rolls the &#039;&#039;&#039;largest Meta-die&#039;&#039;&#039; based on the &#039;&#039;&#039;remaining MP&#039;&#039;&#039; their character has. Its result becomes a [[Versatile Bonus]] that can modify any mutable aspect of a check or interaction. Assign the bonus as an &#039;&#039;&#039;addition or subtraction&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;small&amp;gt;&#039;&#039;&amp;quot;The Hero is in a difficult fight and their player needs to Create a Meta-die in order to influence an important check, since they only have 7 MP remaining, the only die they can roll is an &#039;&#039;&#039;md6&#039;&#039;&#039;. They can&#039;t roll anything higher because they wouldn&#039;t be able to afford the maximum result of a md8 or higher!&amp;quot;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 Valid dice for this power include d4, d6, d8, d10 and d12.&lt;br /&gt;
&lt;br /&gt;
===Deus Ex===&lt;br /&gt;
 &amp;lt;small&amp;gt;(This M-Power used to be called Survive-1)&amp;lt;/small&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;&#039;&#039;&#039;Deus Ex&#039;&#039;&#039; (aka. Survive with 1) helps a character survive dying or destruction in defeat.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
 This Power reduces the character&#039;s current MP to 1 upon use and if the user has no MP, this ability &#039;&#039;&#039;fails&#039;&#039;&#039; to activate.&lt;br /&gt;
 &lt;br /&gt;
 As an additional cost, the character&#039;s MaxMP is reduced by 1 for the first time this ability is used, then an additional 1 MaxMP for every use afterwards. If the user&#039;s MaxMP is reduced to 0 or less in this way, the character is no longer considered a [[Metaforce-user]] and &#039;&#039;&#039;can&#039;t spend&#039;&#039;&#039; [[experience]] points to raise their Max MP, they can still gain Max MP via [[Level]]-ups.&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;small&amp;gt;&#039;&#039;&amp;quot;The Space-Mercenary really did it this time. During a bounty he got caught off-guard and fell to a well-prepared mark and their men. Ordinarily the bounty target kills their mercs, but with &#039;&#039;&#039;Deus Ex&#039;&#039;&#039;, the Space-Mercenary was able to get away with being stripped of their weapons and thrown in a trash pit, thought to be dead. The Space-Mercenary lives to fight another day. Since this is their second time escaping death, they lost 2 MaxMP instead of 1.&amp;quot;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Effect&#039;&#039;&#039;&lt;br /&gt;
 Deus Ex allows a character to Survive/Not-Die from an outcome that would have normally killed them. Some narrative trickery and suspension of disbelief may be required depending on the means of which the character may perish.&lt;br /&gt;
 &lt;br /&gt;
 Note that Deus Ex handles more cases than just a character&#039;s Hit points being reduced to 0 or less, it can also be used as an &#039;&#039;&#039;escape&#039;&#039;&#039; from something that would &#039;&#039;&#039;undoubtedly&#039;&#039;&#039; have killed them, such as a Disintegration Ray, or being crushed by a boulder. The character may avoid the hazard without knowing they were saved by this M-power. Just remember the power incurs a MaxMP penalty each time it is used.&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;small&amp;gt;&#039;&#039;&amp;quot;The Brave Knight fight against a Huge Bonecrusher Giant, having fallen over from a tremor, the Giant aims to crush her underfoot. Despite all odds, none of her other M-Powers can provide her a way to avoid being killed by this overwhelming attack. In order for her to Survive, her player triggers &#039;&#039;&#039;Deus Ex&#039;&#039;&#039;, reducing her MP to 1 and reducing her MaxMP by 1 (since this is her first time). The best way the GM can handle this is by having a volley of arrows strike at the Giant, cancelling their attack. A retinue of hunters have arrived just in time to help them out!&amp;quot;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 The Game-master has the option to &#039;&#039;&#039;disable&#039;&#039;&#039; Deus Ex if their game/story loses potency for allowing characters to survive in specific ways or any way outside of normal game mechanics.&lt;br /&gt;
&lt;br /&gt;
==Selectable M-Powers==&lt;br /&gt;
 These Meta-Powers can be equipped providing the character has enough M-Power slots. Only equipped M-Powers can be used during sessions.&lt;br /&gt;
&lt;br /&gt;
===Safe-6 / Assurance-8===&lt;br /&gt;
 &amp;lt;small&amp;gt;(These Meta-Powers come in a bundle, selecting one allows access to the other without affecting Meta-Power selection limits.)&amp;lt;/small&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
 Safe-6 costs 6 MP, Assurance-8 costs 8 MP.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Effect&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;&#039;&#039;&#039;Safe-6&#039;&#039;&#039; is a Meta-Power that temporarily treats all rolls as a 6 if they roll 5 or less. They also automatically pass checks and rolls that succeed on a 6.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 The user can also still roll for better results and take the higher value. This can be used in Skill checks, or ToHit checks for attacks against foes. For other dice that affect non-binary effects such as damage/healing/magnitude, d4 and d6 will be treated as their maximum values, instead of overriding them to 6.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Assurance-8&#039;&#039;&#039; is functionally the same as Safe-6, only it costs 8 MP and changes all dice results to be 8 if they roll lower then 7. Dice that can&#039;t roll 8 or higher instead roll their highest values. Obtaining Safe-6 as a Meta-ability gives the character Assurance-8 for free.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
 This ability effect has a duration of 6 seconds, or 3 Action Frames, and can remain activate between rounds if Safe-6 is used after the first frame of a turn.&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;small&amp;gt;i.e. Using Safe-6 during the third frame of a turn means it can remain active until the second frame of the next round. Using Safe-6 at the start of the turn keeps it active until the user&#039;s next turn.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Action-8 / React-4===&lt;br /&gt;
 &amp;lt;small&amp;gt;(These Meta-Powers are linked together as a bundle, meaning both can be equipped for 1 M-Power slot)&amp;lt;/small&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
 &amp;quot;&#039;&#039;&#039;Action-8 and React-4&#039;&#039;&#039; allows a character to increase their actions per round and follow up on combos.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
 Action-8 costs 8 MP per activation,&lt;br /&gt;
 React-4 costs 4 MP per activation.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
 These M-Powers only work in Combat/Encounter scenarios that use [[Action Frame]]s.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Effect&#039;&#039;&#039;&lt;br /&gt;
 Using &#039;&#039;&#039;Action-8&#039;&#039;&#039; grants the character an &#039;&#039;&#039;additional&#039;&#039;&#039; [[Action Frame]] to perform actions &#039;&#039;&#039;once per round&#039;&#039;&#039;. This can be used at &#039;&#039;&#039;any time&#039;&#039;&#039;, even outside the character&#039;s turn. When used outside of their turn, it is to transform a &#039;&#039;&#039;Reaction into an Action&#039;&#039;&#039;-Frame during their turn.&lt;br /&gt;
 &lt;br /&gt;
 Normally, a Reaction only allows a character &#039;&#039;&#039;one activity&#039;&#039;&#039; outside of their turn, but if their Reaction is turned into an Action Frame, they can performs &#039;&#039;&#039;any number&#039;&#039;&#039; of activities as they would as if it were their own turn.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;React-4&#039;&#039;&#039; conversely grants the character an additional Reaction, another activity they can perform outside of their turn. Unlike Action-8, the player can use this M-Power &#039;&#039;&#039;as many times&#039;&#039;&#039; as they have available MP. If they have Action-8 available and wish to perform more than 1 extra Reaction, they may opt to do Action-8 instead.&lt;br /&gt;
 &lt;br /&gt;
 Action-8 can&#039;t be used more than once per round, access is restored at the start of the next turn.&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;small&amp;gt;&#039;&#039;&amp;quot;The Hero with super-reflexes comes under attack from multiple foes at once, they spend a Reaction to use a Dodge Metaphor and gain its benefits, however the nature of the attacks is relentless and brutal. In order to handle all of them without getting too hurt, their player uses &#039;&#039;&#039;React-4&#039;&#039;&#039; to give them an extra Reaction to perform some movement to try to get out of line of sight of various attackers. If it&#039;s not enough to help, they may have to trigger React-4 again, seeing as they already used Action-8 on their previous turn.&amp;quot;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Finishing Touch===&lt;br /&gt;
 &amp;quot;&#039;&#039;&#039;Finishing Touch&#039;&#039;&#039; allows a character to instantly defeat weak opponents on a successful hit.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
 MP Cost is equal to the remaining HP the affected target, unless they roll high enough on a Critical bonus die.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
 This M-Power can be triggered after landing a damaging attack or ability that reduces a target&#039;s HP.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Effect&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;Finishing Touch&#039;&#039;&#039; is a Meta-Power that, after dealing damage to an target, the character can pay MP equal to the &#039;&#039;&#039;target&#039;s remaining HP&#039;&#039;&#039; to reduce it to 0 instead. Killing, destroying or otherwise defeating them as appropriate.&lt;br /&gt;
 &lt;br /&gt;
 When the user rolls a 12 on a d12 and scores a critical, if the Critical die result is equal or greater than the target&#039;s remaining HP, Finishing Touch triggers &#039;&#039;&#039;without&#039;&#039;&#039; paying any MP cost.&lt;br /&gt;
&lt;br /&gt;
===Metaforce Manipulation===&lt;br /&gt;
 &amp;lt;small&amp;gt;(This is a Full-Commitment M-Power, so long as the character has a Metaphor that utilises this M-Power, it can&#039;t be unequipped.)&amp;lt;/small&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
 None.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
 This is a passive M-Power that enables the character to do something they can&#039;t normally do without it. This M-Power becomes &#039;&#039;&#039;unequippable&#039;&#039;&#039; as long as the character possesses something that requires this M-Power to operate.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Effect&#039;&#039;&#039; &lt;br /&gt;
 &#039;&#039;&#039;Metaforce Manipulation&#039;&#039;&#039; allows the character to create Metaphors or Metaphor-Components that can &#039;&#039;&#039;use, interact and manipulate Meta-points&#039;&#039;&#039;. Normally, Metaphors can&#039;t affect such abilities or a character&#039;s current or maximum MP. Some valid forms include, but not limited to: Regaining MP on Condition, Reducing MP cost of Meta-abilities (minimum 1MP), and creating Features that cost MP to perform.&lt;br /&gt;
 &lt;br /&gt;
 This ability is passive and costs no MP to use. The character still needs to create such Metaphors and components before they can have any effect. Your Game-Master will still need to approve of how Metaphors interact with the character&#039;s Meta-Points.&lt;br /&gt;
&lt;br /&gt;
===Magic Effect===&lt;br /&gt;
 &amp;quot;&#039;&#039;&#039;Magic Effect&#039;&#039;&#039; is a passive Meta-Power that enables a character to produce effects that would otherwise not be possible or exist with their current powers and/or equipment.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
 None.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
 Affects the range of effects &#039;&#039;&#039;Versatile Bonus&#039;&#039;&#039; can be apply.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Effect&#039;&#039;&#039;&lt;br /&gt;
 Allows a character to apply effects that their &#039;&#039;&#039;Versatile Bonus&#039;&#039;&#039; wouldn&#039;t normally apply, like applying Poison or Confusion status magnitude to a Sharp-edged sword. In addition, the user can spend up to a maximum of their character [[level]] &#039;&#039;&#039;in MP&#039;&#039;&#039; to their Versatile Bonus.&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;small&amp;gt;&#039;&#039;&amp;quot;The level three Seductress employs an unorthodox approach to the guard barring her way. She slaps him across the face, dealing blunt damage as an unarmed strike. She gains the benefit of a &#039;&#039;&#039;Create a Meta-die&#039;&#039;&#039; and rolls a 7, then uses &#039;&#039;&#039;Magic Effect&#039;&#039;&#039; to allow her to use the Versatile Bonus gained to turn it into a &amp;lt;abbr title=&amp;quot;Charm: Makes target helpful and friendly towards you.&amp;quot;&amp;gt;Charm&amp;lt;/abbr&amp;gt; magnitude against the guard, she also spends an additional 3 MP to increase this magnitude by +3. If the guard fails the Mind-save for this effect, she will have effectively charmed the guard by smacking them.&amp;quot;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hype Effect===&lt;br /&gt;
 &amp;quot;&#039;&#039;&#039;Hype Effect&#039;&#039;&#039; allows the character&#039;s die to explode into copy of the same die, even if they&#039;re not normally capable of doing so.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
 None.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
 Triggers whenever the character rolls a dice that isn&#039;t a normal d12. Meaning it also triggers on Meta-dice rolls.&lt;br /&gt;
 &lt;br /&gt;
 The Trigger only works on the &#039;&#039;&#039;original dice&#039;&#039;&#039; thrown during a check, and &#039;&#039;&#039;not the dice created&#039;&#039;&#039; from said explosions.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Effect&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;Hype Effect&#039;&#039;&#039; is a passive Meta-Power that enables a character&#039;s Meta-dice and regular non-d12 dice to &#039;&#039;&#039;Explode&#039;&#039;&#039;, meaning they will produce a copy of the same die thrown.&lt;br /&gt;
 &lt;br /&gt;
 Example one: User throws a &#039;&#039;&#039;md8&#039;&#039;&#039; and rolls an &#039;&#039;&#039;8&#039;&#039;&#039;, this die can explode despite it being a Meta die, creating another md8 that can be applied as another Versatile Bonus independently of the original.&lt;br /&gt;
 &lt;br /&gt;
 Example two: Use throws a &#039;&#039;&#039;d10&#039;&#039;&#039; and rolls a &#039;&#039;&#039;10&#039;&#039;&#039;, this explodes and creates an exact copy of the dice, a &#039;&#039;&#039;d10&#039;&#039;&#039;. This is possible despite it not being a d12.&lt;br /&gt;
 &lt;br /&gt;
 Each die thrown in a round can trigger Hype Effect once, copied dice can&#039;t explode again. Dice in an Advantage roll can be copied.&lt;br /&gt;
&lt;br /&gt;
===Fudge Nudge===&lt;br /&gt;
 &amp;quot;&#039;&#039;&#039;Fudge Nudge&#039;&#039;&#039;&amp;quot; lets you spend MP to increase a rolled die by one or more.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
 Nudging a die by one costs 1 plus 1 additional MP for each nudge after the first made that turn. Additional cost resets at the &#039;&#039;&#039;end of the turn&#039;&#039;&#039;. The cost is mutually exclusive between &#039;&#039;&#039;difference dice&#039;&#039;&#039;, so affecting three different dice by nudging them once still only costs 1 MP each.&lt;br /&gt;
 &lt;br /&gt;
 Nudging consecutively costs 1, 2, 3, 4...etc. It resets at the end of the turn, it doesn&#039;t have to be the character&#039;s own turn.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
 This M-Power can be used during any interaction but only for the character&#039;s own values and results.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Effect&#039;&#039;&#039;&lt;br /&gt;
 When the M-Power is used, the player can spend the appropiate amount of MP to increase the &#039;&#039;&#039;rolled value&#039;&#039;&#039; by one each time it is nudged. So if a d12 rolls a 9, you can spend 1 MP to make it a 10 instead.&lt;br /&gt;
 &lt;br /&gt;
 This power can affect any die rolled by the character but no die can be nudged above it&#039;s highest value (d10 can only reach 10). This power can also affect dice within a &#039;&#039;&#039;Disadvantage roll&#039;&#039;&#039;, allowing one to increase the lower value for a better result.&lt;br /&gt;
 &lt;br /&gt;
 Because the M-Power changes the rolled die to a different number, this power can trigger Critical effects, by bumping any non 12 d12 into a 12.&lt;br /&gt;
 &lt;br /&gt;
===Power Level===&lt;br /&gt;
 &amp;quot;&#039;&#039;&#039;Power Level&#039;&#039;&#039; exchanges MP Recovery with Experience gain.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
 Character &#039;&#039;&#039;can&#039;t gain MP by gaining experience&#039;&#039;&#039;, and only recovers up to their &#039;&#039;&#039;Level in MP&#039;&#039;&#039; when spending experience to raise their Max MP.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
 Triggers whenever the character gains Experience points.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Effect&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;Power Level&#039;&#039;&#039; gives the character +1 XP for each source of experience gained in a session, but prevents MP recovery from gaining Experience. If they spend experience to raise their Max MP, they only gain MP equal to their [[Level]] instead of fully restoring their MP.&lt;br /&gt;
 &lt;br /&gt;
 In addition, the character can now spend XP to improve their Metaphors and Attributes with &#039;&#039;&#039;Debt&#039;&#039;&#039;. A character can have negative XP equal to &#039;&#039;&#039;double their character level&#039;&#039;&#039;. If this M-Power were to be unequipped, the character would not be able to spend experience until they have a positive balance.&lt;br /&gt;
&lt;br /&gt;
===Initiative Link / Team Work===&lt;br /&gt;
 &amp;lt;small&amp;gt;&#039;&#039;(This is a bundled M-Power, you gain both M-Powers with one M-Power slot)&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;&#039;&#039;&#039;Initiative Link&#039;&#039;&#039; and &#039;&#039;&#039;Team Work&#039;&#039;&#039; allows a character to do two things. Move another ally&#039;s initiative after theirs, and give them an Action.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;Initiative Link&#039;&#039;&#039; can only be used &#039;&#039;&#039;once&#039;&#039;&#039; per [[Encounter]].&lt;br /&gt;
 &lt;br /&gt;
 Team Work can be used only once per round, and costs the user one of their Action frames to perform (because they will essentially be giving another their Frame).&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
 Initiative Link and Team Work can be performed on the &#039;&#039;&#039;character&#039;s turn&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Effect&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;Initiative Link&#039;&#039;&#039;: The character chooses a &#039;&#039;&#039;willing ally&#039;&#039;&#039; with a &#039;&#039;&#039;later initiative&#039;&#039;&#039; than themselves, moving their initiative &#039;&#039;&#039;after&#039;&#039;&#039; their own. This function is &#039;&#039;&#039;strictly once per encounter&#039;&#039;&#039;, so it can&#039;t be used more than once even if another character has this M-Power equipped.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Team Work&#039;&#039;&#039;: Once per encounter, the character can designate another ally to gain an &#039;&#039;&#039;Action Frame&#039;&#039;&#039;, that ally immediately begins acting as if it were their turn. Once the ally finishes their Action Frame, the character resumes their turn (if they have an Action-Frame remaining). Unlike Team-Up, this can be used by each character with this M-Power equipped.&lt;br /&gt;
&lt;br /&gt;
===Crash Out===&lt;br /&gt;
 &amp;quot;Crash Out is a Meta-Power that can cause your foes to suffer penalties and consequences for critical failures.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
 The MP cost is based on the number the opponent rolled on their d12 (thus the max cost could be 11). But &#039;&#039;&#039;can&#039;t&#039;&#039;&#039; be used if the opponent rolls a 12. If the opponent rolls a natural 1, then the M-Power can be triggered for &#039;&#039;&#039;free&#039;&#039;&#039;!&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
 Can be used whenever an opponent fails on a check while using their primary d12 die against the user, but not when they roll a 12. Doesn&#039;t work on interactions with no d12 dice roll, or Meta-d12s created by [[Metaphor]] components or M-Powers.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Effect&#039;&#039;&#039;&lt;br /&gt;
 When the opponent performs an attack or interaction with the user that features a primary d12 and they roll a failure, that foe suffers a &#039;&#039;&#039;reasonably punishing&#039;&#039;&#039; consequence to their actions. They could overextend and fall over while attacking, they may splash or catch themselves with part of their area of effect, they could  hit something else that in turn hits them and more.&lt;br /&gt;
 &lt;br /&gt;
 The opponent can roll an appropriate Core-Save (Body/Reflex/Mind) with the target-number of:&lt;br /&gt;
 &#039;&#039;&#039;[ 12 + Double User&#039;s Character Level ]&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 If the opponent succeeds their Save, they suffer a temporary set back such as being Proned, Stun 1 or take minor damage. But on a failed save the opponent might suffer longer lasting effects such as Bleed, Stun 2+ and/or a lot of damage. If the opponent had rolled a 1, the opponent &#039;&#039;&#039;automatically fails&#039;&#039;&#039; the [[Save]].&lt;br /&gt;
&lt;br /&gt;
===Force Fate===&lt;br /&gt;
 &amp;quot;&#039;&#039;&#039;Force Fate&#039;&#039;&#039; allows a character to directly change the numerical values of an interaction to their benefit, for a heavy cost.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
 MP Cost is equal to the difference between the value being changed, and the changed value. This cost increases by 1 each time the M-Power is used.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
 Can be used in any check or interaction with numerical values. This M-power becomes &#039;&#039;&#039;unequippable&#039;&#039;&#039; once used.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Effect&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;Force Fate&#039;&#039;&#039; is a Meta-Power that can directly increase or decrease the values of a check or interaction by spending MP (affected by how many times it has been used previously). So if a character needs to boost a value by 5 to do what they need, it will cost 5MP initially, if they need to reduce something by 8, they spend 8MP to make the change.&lt;br /&gt;
 &lt;br /&gt;
 If a player needs to know how much they need to change a value to create a &#039;&#039;&#039;meaningful, useful outcome&#039;&#039;, the Game Master can tell them exactly how much MP they need to spend to do so. Revealing anything more is at the GM&#039;s discretion.&lt;br /&gt;
 &lt;br /&gt;
 Force Fate is the most direct narrative intervention in the Metaforce system, but aside from increasing its cost by 1 each time it is used, the M-Power becomes &#039;&#039;&#039;bound to the character&#039;&#039;&#039; and can&#039;t be unequipped from that point on. It is up to the Game-master to decide if the character can reduce the cost increase from using Force Fate, if at all.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Save&amp;diff=515</id>
		<title>Save</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Save&amp;diff=515"/>
		<updated>2026-02-12T22:46:48Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; A &#039;&#039;&#039;Save&#039;&#039;&#039; occurs when an attacker or trigger fails to beat the target&#039;s &#039;&#039;&#039;Status Threshold&#039;&#039;&#039; for one of their [[Core value]]s. Failing the save inflicts an amount of Status [[Magnitude]] for a condition. Some conditions can be recovered from using the Save mechanic as well, only the one affected rolls.&lt;br /&gt;
&lt;br /&gt;
==Exerting to Save==&lt;br /&gt;
 The defender of a Status infliction interaction can [[Exert]] in order to roll for their Save, the defender must &#039;&#039;&#039;declare&#039;&#039;&#039; this Exert before the results of the attacker&#039;s check resolves.&lt;br /&gt;
&lt;br /&gt;
==Status Threshold==&lt;br /&gt;
 Similar to, but separate from Core Values. The Status Threshold is the defensive statistic for affecting a character&#039;s Core values, much like how [[Evasion]] and [[Deflection]] does for regular attacks.&lt;br /&gt;
 &lt;br /&gt;
 Certain Metaphors like [[Recommended Metaphors|Fitness]] and &#039;&#039;&#039;Discipline-Will&#039;&#039;&#039; can raise a character&#039;s Body and Mind Status Thresholds respectively. The &#039;&#039;&#039;Dodge&#039;&#039;&#039; Metaphor can be customised to include increases to the Reflex Status Threshold.&lt;br /&gt;
&lt;br /&gt;
==Rolling Saves==&lt;br /&gt;
 A Save occurs against a specific [[Core Value]] of a character. Physical conditions against Body, Psychological conditions against Mind, and effects mitigated by good movement with Reflex. The attacker&#039;s goal is to meet or beat the defender&#039;s &#039;&#039;&#039;Status Threshold&#039;&#039;&#039; for the targeted core.&lt;br /&gt;
 &lt;br /&gt;
 The Target number an opponent&#039;s magnitude/effect will inflict is usually the sum of:&lt;br /&gt;
 &#039;&#039;&#039;[ d12 + attack Attribute + Metaphor bonuses ]&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 If the Defender [[Exert]]s, they can then roll the appropriate Attribute dice and add its result to their Status threshold, if it causes the attacker to fail, the defender Saves.&lt;br /&gt;
 &lt;br /&gt;
 The defender succeeds on their save if the opponent&#039;s magnitude fails to beat their Status Threshold, or if the defender Exerts and their result beats the attacker&#039;s.&lt;br /&gt;
&lt;br /&gt;
==Resolving Saves==&lt;br /&gt;
 Depending on whether the defender succeeds or fails their saves, as well as the [[Magnitude]] of the status versus the defender&#039;s Status threshold determines the &#039;&#039;&#039;severity&#039;&#039;&#039; of the condition.&lt;br /&gt;
 &lt;br /&gt;
  &#039;&#039;&#039;Successful Save&#039;&#039;&#039;&lt;br /&gt;
 If a condition has no lingering/persisting magnitude and the attacker fails to beat the defender&#039;s Status Threshold, the user succeeds the save and takes no status magnitude.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Successful, but Suppressed Save&#039;&#039;&#039;&lt;br /&gt;
 If the defender Saves the condition but the magnitude lingers/persists, the magnitude is reduced by &#039;&#039;&#039;half&#039;&#039;&#039; (rounded down) and &#039;&#039;&#039;Suppressed&#039;&#039;&#039;. Suppressed conditions do not do anything to the affected creature but this magnitude is added to future attempts to inflict the condition.&lt;br /&gt;
  &lt;br /&gt;
 &#039;&#039;&#039;Failed Save&#039;&#039;&#039;&lt;br /&gt;
 If the attacker rolls a result equal or greater than the user&#039;s Status threshold, the defender &#039;&#039;&#039;fails the Save&#039;&#039;&#039; and becomes affected with the condition with the proper magnitude.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Excess Magnitude&#039;&#039;&#039;&lt;br /&gt;
 If the magnitude of a Status condition exceeds the Status Threshold of a character by &#039;&#039;&#039;10 or more&#039;&#039;&#039;, the effects of the condition will become more severe or add additional complications, depending on the condition.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Odonghe&amp;diff=514</id>
		<title>Odonghe</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Odonghe&amp;diff=514"/>
		<updated>2026-02-12T17:27:45Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: /* Character Creation */  Base HP buff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:OdongheKey.webp|thumb|center|1200px|Front and back view of an Odonghe.]]&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
 The Odonghe are short, broad-bodied humanoids wrapped almost entirely in heavy, layered clothing that obscures their true form. Their proportions are squat and thick, with rounded torsos, short legs, and padded arms that give them a low, grounded silhouette. Little skin is visible beyond their faces and hands, and even these are often partially hidden beneath hoods, scarves, or thick gloves. At a glance, an Odonghe appears less like a person and more like a bundled shape moving with deliberate weight, as though their mass is greater than their size suggests.&lt;br /&gt;
 &lt;br /&gt;
 Their faces are pale, smooth, round skulls with minimal features, wide-set eyes, and an expression that seems perpetually neutral or distant. The eyes are often the most striking detail: large, glassy, and alert, watching from within folds of fabric and shadow. Their mouths and noses are small, understated, and give little indication of emotion, making it difficult to read intent from expression alone. This lends the Odonghe an unsettling calm, neither openly hostile nor welcoming, but quietly observant.&lt;br /&gt;
 &lt;br /&gt;
 Odonghe garments are uniformly practical and worn, stitched from thick cloth and leather in muted browns and grays. Their clothing hangs loose but layered, suggesting insulation, protection, or ritual concealment rather than fashion. Even when standing still, they feel heavy and rooted, their posture slightly hunched, arms held close to their bodies. When they gather in groups, the Odonghe appear almost uniform—figures of similar height and shape moving with quiet purpose, defined less by individuality and more by their collective presence.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
 &#039;&#039;&#039;Species Name&#039;&#039;&#039;: Odonghe (Odongh, Worm)&lt;br /&gt;
 &#039;&#039;&#039;[[Size]]&#039;&#039;&#039;: Medium (1), 5-9ft tall.&lt;br /&gt;
 &#039;&#039;&#039;Life-span&#039;&#039;&#039;: Unknown&lt;br /&gt;
 &#039;&#039;&#039;[[Sense]]s&#039;&#039;&#039;: Tremorsense 30ft (60ft), Dark-Vision.&lt;br /&gt;
 &#039;&#039;&#039;[[Speed]]&#039;&#039;&#039;: Land: &#039;&#039;&#039;15ft&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;abbr title=&amp;quot;Starting HP, plus HPLV times character level equals total HP&amp;quot;&amp;gt;Base HP &amp;amp; HPLV&amp;lt;/abbr&amp;gt;&#039;&#039;&#039;: 20 + 4&lt;br /&gt;
 &#039;&#039;&#039;Base MP &amp;amp; MPLV&#039;&#039;&#039;: 12 + 3&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
 &amp;lt;big&amp;gt;&#039;&#039;&#039;Superior Endurance&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 Odonghe characters start with &#039;&#039;&#039;+2 Endurance&#039;&#039;&#039;. They have &#039;&#039;&#039;Expertise&#039;&#039;&#039; in Endurance-based checks and saves and can &#039;&#039;&#039;take Average&#039;&#039;&#039; on any dice used in such check if it is lower (rounded up). They may also add their character level to Endurance-based checks and saves.&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;big&amp;gt;&#039;&#039;&#039;Exceptional Perception&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 Odonghe characters start with &#039;&#039;&#039;+2 Perception&#039;&#039;&#039;, They have &#039;&#039;&#039;Expertise&#039;&#039;&#039; in Perception-based checks and saves and can &#039;&#039;&#039;take average&#039;&#039;&#039; on any dice used in such checks if it is lower (rounded up).&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;big&amp;gt;&#039;&#039;&#039;Land Empathy&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 Odonghe have a deep connection to the land and earth, they are able to sense things that others can&#039;t. They have &#039;&#039;&#039;Tremorsense&#039;&#039;&#039; 30ft (imprecise up to 60ft), meaning they can detect things moving on and across solid surfaces and underground.&lt;br /&gt;
 &lt;br /&gt;
 They can detect the general aura and health of the nature around them, they know if something is harming it, and whether something is significantly affecting it. They can freely communicate with nature such as trees and plants as if it were a speaking, sentient being.&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;big&amp;gt;&#039;&#039;&#039;Disease Resistance&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 Odonghe have resistance to most non-special diseases and illnesses. When inflicted with status magnitudes from such conditions, they only take &#039;&#039;&#039;half&#039;&#039;&#039; the amount. If afflicted with a condition, they roll with Advantage on Saves against it.&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;big&amp;gt;&#039;&#039;&#039;Conservative Appetite&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 Odonghe only require half the amount of food and drink to survive and thrive. If they miss a day of tending to these needs, they only suffer the consequences after the &#039;&#039;&#039;2nd day&#039;&#039;&#039;. Starvation/Thirst accrues at only 1 point per day instead of 2.&lt;br /&gt;
&lt;br /&gt;
==Odonghe Arc==&lt;br /&gt;
 Odonghe characters can obtain Odonghe-specific features at &#039;&#039;&#039;1st, 2nd, and every even level&#039;&#039;&#039; beyond that. Players can pick which benefit they want in any order so long as they meet the conditions of the minimum level and any pre-requisites it may have.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Minimum Level&#039;&#039;&#039; || &#039;&#039;&#039;Pre-requisite&#039;&#039;&#039; || &#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || - || &#039;&#039;&#039;Herbalism Training&#039;&#039;&#039;&lt;br /&gt;
Gain the &#039;&#039;&#039;Nature&#039;&#039;&#039; Metaphor with, &amp;quot;A skill for recalling information about and handling flora and fauna.&amp;quot; at Rank 3. Add 1 Metaphor component named Herbalism with, &amp;quot;Bonus to Nature checks involving using and identifying plants and herbs.&amp;quot;, then add 2 more component ranks.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || - || &#039;&#039;&#039;Larceny Training&#039;&#039;&#039;&lt;br /&gt;
Gain the &#039;&#039;&#039;Larceny&#039;&#039;&#039; Metaphor with, &amp;quot;A skill for acts of crime, thievery and tampering with property.&amp;quot; at rank 3. Add 1 Metaphor component named Bypass with, &amp;quot;Bonus to Larceny checks to pick locks and bypass other mechanisms with available tools.&amp;quot;, then add 2 more component ranks.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || - || &#039;&#039;&#039;Brawler&#039;&#039;&#039;&lt;br /&gt;
The Odonghe&#039;s Unarmed Strike improves to deal 6 + d6 blunt damage (from 4 + d4). If they do not have an appropiate Metaphor for using unarmed strike, they gain the Brawl Metaphor with 2 ranks, plus 2 metaphor component ranks.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || - || &#039;&#039;&#039;Medical Training&#039;&#039;&#039;&lt;br /&gt;
Gain the &#039;&#039;&#039;Medicine&#039;&#039;&#039; Metaphor with, &amp;quot;A skill to diagnose and treat creatures for their diseases and injuries, and how to identify and apply medical supplies&amp;quot; with 3 ranks. Add 1 Metaphor component named Surgery with, &amp;quot;Bonus to Medicine checks to perform surgery and use surgical tools.&amp;quot;, add 2 more metaphor ranks.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Conservative Appetite&#039;&#039;&#039; || &#039;&#039;&#039;Steppe Appetite&#039;&#039;&#039;&lt;br /&gt;
The Odonghe gains additional benefits with, &amp;quot;The Odonghe only requires 1/16th the amount of food and drink that a normal humanoid does. Starvation/Thirst only accrues by 1 point per week without tending to their needs.&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;240px&amp;quot; heights=&amp;quot;300px&amp;quot;&amp;gt;&lt;br /&gt;
Odonghe01.webp|Lonely Odonghe in a foggy steppe.&lt;br /&gt;
Odonghe02.webp|Pale-skinned Odonghe.&lt;br /&gt;
Odonghe03.webp|Green-tinted Odonghe.&lt;br /&gt;
Odonghe04.webp|Odonghe by the water.&lt;br /&gt;
Odonghe05.webp|Two Odonghe conversing.&lt;br /&gt;
Odonghe06.webp|Odonghe presenting a heart to a traveller.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;The Odonghe race is a property from the Pathologic games. This content is used for entertainment purposes only, all rights reserved.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
[[Category:Races]] [[Category:3rd Party]]&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Save&amp;diff=513</id>
		<title>Save</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Save&amp;diff=513"/>
		<updated>2026-02-12T00:34:03Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: Initial draft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; A &#039;&#039;&#039;Save&#039;&#039;&#039; is a defensive trigger a character can be given to help protect themselves from the full effects of conditions, attacks or traps dealt to them.&lt;br /&gt;
&lt;br /&gt;
==Exerting to Save==&lt;br /&gt;
 The defender of a Status infliction interaction can [[Exert]] in order to roll for their Save, the defender must &#039;&#039;&#039;declare&#039;&#039;&#039; this Exert before the results of the attacker&#039;s check resolves.&lt;br /&gt;
&lt;br /&gt;
==Status Threshold==&lt;br /&gt;
 Similar to, but separate from Core Values. The Status Threshold is the defensive statistic for affecting a character&#039;s Core values, much like how [[Evasion]] and [[Deflection]] does for regular attacks.&lt;br /&gt;
 &lt;br /&gt;
 Certain Metaphors like [[Recommended Metaphors|Fitness]] and &#039;&#039;&#039;Discipline-Will&#039;&#039;&#039; can raise a character&#039;s Body and Mind Status Thresholds respectively. The &#039;&#039;&#039;Dodge&#039;&#039;&#039; Metaphor can be customised to include increases to the Reflex Status Threshold.&lt;br /&gt;
&lt;br /&gt;
==Rolling Saves==&lt;br /&gt;
 A Save occurs against a specific [[Core Value]] of a character. Physical conditions against Body, Psychological conditions against Mind, and effects mitigated by good movement with Reflex. The attacker&#039;s goal is to meet or beat the defender&#039;s &#039;&#039;&#039;Status Threshold&#039;&#039;&#039; for the targeted core.&lt;br /&gt;
 &lt;br /&gt;
 The Target number an opponent&#039;s magnitude/effect will inflict is usually the sum of:&lt;br /&gt;
 &#039;&#039;&#039;[ d12 + attack Attribute + Metaphor bonuses ]&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 If the Defender [[Exert]]s, they can then roll:&lt;br /&gt;
 &#039;&#039;&#039;[ d12 + applicable Attribute + Metaphor bonuses ]&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 The defender succeeds on their save if the opponent&#039;s magnitude fails to beat their Status Threshold, or if the defender Exerts and their result beats the attacker&#039;s.&lt;br /&gt;
&lt;br /&gt;
==Resolving Saves==&lt;br /&gt;
 Depending on whether the defender succeeds or fails their saves, as well as the [[Magnitude]] of the status versus the defender&#039;s Status threshold determines the &#039;&#039;&#039;severity&#039;&#039;&#039; of the condition.&lt;br /&gt;
&lt;br /&gt;
===Suppressed Condition=== &lt;br /&gt;
 A Suppressed condition is when a character has points of status magnitude but the effect doesn&#039;t apply. This can occur whenever the defender succeeds a Save but magnitude &#039;&#039;&#039;lingers&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Saved===&lt;br /&gt;
 A Condition that is successfully saved against suppresses the effect and reduces any lingering magnitude by &#039;&#039;&#039;half&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Active===&lt;br /&gt;
 A condition that beats the defender&#039;s Status Threshold and/or defender&#039;s Exert Save attempt inflicts the effect that the Status condition is designed to do.&lt;br /&gt;
&lt;br /&gt;
===Severe===&lt;br /&gt;
 If the magnitude of a Status conditions exceeds the Status Threshold of a character by 10 or more, &#039;&#039;&#039;additional&#039;&#039;&#039; effects can trigger depending on the condition.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Meta_Power&amp;diff=512</id>
		<title>Meta Power</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Meta_Power&amp;diff=512"/>
		<updated>2026-02-11T20:31:51Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: Added &amp;#039;Crash Out&amp;#039; Meta-Power&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &#039;&#039;&#039;Meta-Powers&#039;&#039;&#039; are special &#039;&#039;&#039;narrative interventions&#039;&#039;&#039; a player can use to alter the results of checks and interactions between their character and the story. &#039;M-Powers&#039; usually &#039;&#039;&#039;cost some amount of [[Meta Point|MP]]&#039;&#039;&#039; in order to use, but only when it creates a &#039;&#039;&#039;meaningful&#039;&#039;&#039; change to an event or outcome.&lt;br /&gt;
 &lt;br /&gt;
 M-Powers &#039;&#039;&#039;never expend MP&#039;&#039;&#039; if the result can&#039;t change a character&#039;s fate. Players can cancel the usage of M-Powers for free, but cancelling &#039;&#039;&#039;prevents&#039;&#039;&#039; them from being reused or recalled until the next interaction. Some M-Powers may have indirect effects, MP can&#039;t be refunded if these indirect effects do not produce useful outcomes.&lt;br /&gt;
&lt;br /&gt;
==Meta-Power Select==&lt;br /&gt;
 Players can assign a character a number of Meta-Powers equal to &#039;&#039;&#039;half their character Level&#039;&#039;&#039; (rounded up).&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;small&amp;gt;(&#039;&#039;&#039;Create a Meta-Die&#039;&#039;&#039; and &#039;&#039;&#039;Deus Ex&#039;&#039;&#039; do not count towards this limit and are automatically equipped)&amp;lt;/small&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 A player may change a character&#039;s equipped M-Powers &#039;&#039;&#039;between Sessions&#039;&#039;&#039;, or when their Game-Master permits. Some M-Powers require &#039;&#039;&#039;full-commitment&#039;&#039;&#039; and become unequippable once used.&lt;br /&gt;
 &lt;br /&gt;
 The intent is to &#039;&#039;&#039;not allow&#039;&#039;&#039; players to trivially swap to more desirable M-Powers whenever they come across an interaction they can&#039;t handle. Prepare your M-Powers carefully to adapt to any event.&lt;br /&gt;
&lt;br /&gt;
==Automatic M-Powers==&lt;br /&gt;
 These powers do not count to your character&#039;s limit of M-Powers and are automatically equipped.&lt;br /&gt;
&lt;br /&gt;
===Create a Meta-Die===&lt;br /&gt;
 &amp;lt;small&amp;gt;This is the Signature M-Power of the Metaforce system.&amp;lt;/small&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;Influence the outcome of a check or interaction with the Versatile Bonus of a [[Meta Die|Meta-die]]&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
 Use during an interaction/check with at least one numerical value that can be added or subtracted by the result. This can affect the user&#039;s own values, or those interacting with them.&lt;br /&gt;
 &lt;br /&gt;
 This power doesn&#039;t work on opponents who are [[Metaforce User]]s.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;MP Cost&#039;&#039;&#039;&lt;br /&gt;
  MP Cost is equal to the &#039;&#039;&#039;result rolled on the Meta-die&#039;&#039;&#039; provided by this power. Due to this, the Meta-die used can&#039;t have more sides than the character&#039;s &#039;&#039;&#039;remaining MP&#039;&#039;&#039;. If the character has 3 or less MP, this power can&#039;t be used.&lt;br /&gt;
 &lt;br /&gt;
 The player can &#039;&#039;&#039;cancel&#039;&#039;&#039; the Power if the result is not to their liking, but they &#039;&#039;&#039;can&#039;t use&#039;&#039;&#039; this M-Power again for the same interaction. MP is spent when the player commits to the result.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Effect&#039;&#039;&#039;&lt;br /&gt;
 The player rolls the &#039;&#039;&#039;largest Meta-die&#039;&#039;&#039; based on the &#039;&#039;&#039;remaining MP&#039;&#039;&#039; their character has. Its result becomes a [[Versatile Bonus]] that can modify any mutable aspect of a check or interaction. Assign the bonus as an &#039;&#039;&#039;addition or subtraction&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;small&amp;gt;&#039;&#039;&amp;quot;The Hero is in a difficult fight and their player needs to Create a Meta-die in order to influence an important check, since they only have 7 MP remaining, the only die they can roll is an &#039;&#039;&#039;md6&#039;&#039;&#039;. They can&#039;t roll anything higher because they wouldn&#039;t be able to afford the maximum result of a md8 or higher!&amp;quot;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 Valid dice for this power include d4, d6, d8, d10 and d12.&lt;br /&gt;
&lt;br /&gt;
===Deus Ex===&lt;br /&gt;
 &amp;lt;small&amp;gt;(This M-Power used to be called Survive-1)&amp;lt;/small&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;&#039;&#039;&#039;Deus Ex&#039;&#039;&#039; (aka. Survive with 1) helps a character survive dying or destruction in defeat.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
 This Power reduces the character&#039;s current MP to 1 upon use and if the user has no MP, this ability &#039;&#039;&#039;fails&#039;&#039;&#039; to activate.&lt;br /&gt;
 &lt;br /&gt;
 As an additional cost, the character&#039;s MaxMP is reduced by 1 for the first time this ability is used, then an additional 1 MaxMP for every use afterwards. If the user&#039;s MaxMP is reduced to 0 or less in this way, the character is no longer considered a [[Metaforce-user]] and &#039;&#039;&#039;can&#039;t spend&#039;&#039;&#039; [[experience]] points to raise their Max MP, they can still gain Max MP via [[Level]]-ups.&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;small&amp;gt;&#039;&#039;&amp;quot;The Space-Mercenary really did it this time. During a bounty he got caught off-guard and fell to a well-prepared mark and their men. Ordinarily the bounty target kills their mercs, but with &#039;&#039;&#039;Deus Ex&#039;&#039;&#039;, the Space-Mercenary was able to get away with being stripped of their weapons and thrown in a trash pit, thought to be dead. The Space-Mercenary lives to fight another day. Since this is their second time escaping death, they lost 2 MaxMP instead of 1.&amp;quot;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Effect&#039;&#039;&#039;&lt;br /&gt;
 Deus Ex allows a character to Survive/Not-Die from an outcome that would have normally killed them. Some narrative trickery and suspension of disbelief may be required depending on the means of which the character may perish.&lt;br /&gt;
 &lt;br /&gt;
 Note that Deus Ex handles more cases than just a character&#039;s Hit points being reduced to 0 or less, it can also be used as an &#039;&#039;&#039;escape&#039;&#039;&#039; from something that would &#039;&#039;&#039;undoubtedly&#039;&#039;&#039; have killed them, such as a Disintegration Ray, or being crushed by a boulder. The character may avoid the hazard without knowing they were saved by this M-power. Just remember the power incurs a MaxMP penalty each time it is used.&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;small&amp;gt;&#039;&#039;&amp;quot;The Brave Knight fight against a Huge Bonecrusher Giant, having fallen over from a tremor, the Giant aims to crush her underfoot. Despite all odds, none of her other M-Powers can provide her a way to avoid being killed by this overwhelming attack. In order for her to Survive, her player triggers &#039;&#039;&#039;Deus Ex&#039;&#039;&#039;, reducing her MP to 1 and reducing her MaxMP by 1 (since this is her first time). The best way the GM can handle this is by having a volley of arrows strike at the Giant, cancelling their attack. A retinue of hunters have arrived just in time to help them out!&amp;quot;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 The Game-master has the option to &#039;&#039;&#039;disable&#039;&#039;&#039; Deus Ex if their game/story loses potency for allowing characters to survive in specific ways or any way outside of normal game mechanics.&lt;br /&gt;
&lt;br /&gt;
==Selectable M-Powers==&lt;br /&gt;
 These Meta-Powers can be equipped providing the character has enough M-Power slots. Only equipped M-Powers can be used during sessions.&lt;br /&gt;
&lt;br /&gt;
===Safe-6 / Assurance-8===&lt;br /&gt;
 &amp;lt;small&amp;gt;(These Meta-Powers come in a bundle, selecting one allows access to the other without affecting Meta-Power selection limits.)&amp;lt;/small&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
 Safe-6 costs 6 MP, Assurance-8 costs 8 MP.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Effect&#039;&#039;&#039;&lt;br /&gt;
 &amp;quot;&#039;&#039;&#039;Safe-6&#039;&#039;&#039; is a Meta-Power that temporarily treats all rolls as a 6 if they roll 5 or less. They also automatically pass checks and rolls that succeed on a 6.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 The user can also still roll for better results and take the higher value. This can be used in Skill checks, or ToHit checks for attacks against foes. For other dice that affect non-binary effects such as damage/healing/magnitude, d4 and d6 will be treated as their maximum values, instead of overriding them to 6.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Assurance-8&#039;&#039;&#039; is functionally the same as Safe-6, only it costs 8 MP and changes all dice results to be 8 if they roll lower then 7. Dice that can&#039;t roll 8 or higher instead roll their highest values. Obtaining Safe-6 as a Meta-ability gives the character Assurance-8 for free.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Duration&#039;&#039;&#039;&lt;br /&gt;
 This ability effect has a duration of 6 seconds, or 3 Action Frames, and can remain activate between rounds if Safe-6 is used after the first frame of a turn.&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;small&amp;gt;i.e. Using Safe-6 during the third frame of a turn means it can remain active until the second frame of the next round. Using Safe-6 at the start of the turn keeps it active until the user&#039;s next turn.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Action-8 / React-4===&lt;br /&gt;
 &amp;lt;small&amp;gt;(These Meta-Powers are linked together as a bundle, meaning both can be equipped for 1 M-Power slot)&amp;lt;/small&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
 &amp;quot;&#039;&#039;&#039;Action-8 and React-4&#039;&#039;&#039; allows a character to increase their actions per round and follow up on combos.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
 Action-8 costs 8 MP per activation,&lt;br /&gt;
 React-4 costs 4 MP per activation.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
 These M-Powers only work in Combat/Encounter scenarios that use [[Action Frame]]s.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Effect&#039;&#039;&#039;&lt;br /&gt;
 Using &#039;&#039;&#039;Action-8&#039;&#039;&#039; grants the character an &#039;&#039;&#039;additional&#039;&#039;&#039; [[Action Frame]] to perform actions &#039;&#039;&#039;once per round&#039;&#039;&#039;. This can be used at &#039;&#039;&#039;any time&#039;&#039;&#039;, even outside the character&#039;s turn. When used outside of their turn, it is to transform a &#039;&#039;&#039;Reaction into an Action&#039;&#039;&#039;-Frame during their turn.&lt;br /&gt;
 &lt;br /&gt;
 Normally, a Reaction only allows a character &#039;&#039;&#039;one activity&#039;&#039;&#039; outside of their turn, but if their Reaction is turned into an Action Frame, they can performs &#039;&#039;&#039;any number&#039;&#039;&#039; of activities as they would as if it were their own turn.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;React-4&#039;&#039;&#039; conversely grants the character an additional Reaction, another activity they can perform outside of their turn. Unlike Action-8, the player can use this M-Power &#039;&#039;&#039;as many times&#039;&#039;&#039; as they have available MP. If they have Action-8 available and wish to perform more than 1 extra Reaction, they may opt to do Action-8 instead.&lt;br /&gt;
 &lt;br /&gt;
 Action-8 can&#039;t be used more than once per round, access is restored at the start of the next turn.&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;small&amp;gt;&#039;&#039;&amp;quot;The Hero with super-reflexes comes under attack from multiple foes at once, they spend a Reaction to use a Dodge Metaphor and gain its benefits, however the nature of the attacks is relentless and brutal. In order to handle all of them without getting too hurt, their player uses &#039;&#039;&#039;React-4&#039;&#039;&#039; to give them an extra Reaction to perform some movement to try to get out of line of sight of various attackers. If it&#039;s not enough to help, they may have to trigger React-4 again, seeing as they already used Action-8 on their previous turn.&amp;quot;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Finishing Touch===&lt;br /&gt;
 &amp;quot;&#039;&#039;&#039;Finishing Touch&#039;&#039;&#039; allows a character to instantly defeat weak opponents on a successful hit.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
 MP Cost is equal to the remaining HP the affected target.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
 This M-Power can be triggered after landing a damaging attack or ability that reduces a target&#039;s HP.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Effect&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;Finishing Touch&#039;&#039;&#039; is a Meta-Power that, after dealing damage to an target, the character can pay MP equal to the &#039;&#039;&#039;target&#039;s remaining HP&#039;&#039;&#039; to reduce it to 0 instead, defeating, destroying or killing it as appropriate.&lt;br /&gt;
 &lt;br /&gt;
 As per the rules, it can&#039;t be used against another [[Metaforce User]].&lt;br /&gt;
&lt;br /&gt;
===Metaforce Manipulation===&lt;br /&gt;
 &amp;lt;small&amp;gt;(This is a Full-Commitment M-Power, so long as the character has a Metaphor that utilises this M-Power, it can&#039;t be unequipped.)&amp;lt;/small&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
 None.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
 This is a passive M-Power that enables the character to do something they can&#039;t normally do without it. This M-Power becomes &#039;&#039;&#039;unequippable&#039;&#039;&#039; as long as the character possesses something that requires this M-Power to operate.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Effect&#039;&#039;&#039; &lt;br /&gt;
 &#039;&#039;&#039;Metaforce Manipulation&#039;&#039;&#039; allows the character to create Metaphors or Metaphor-Components that can &#039;&#039;&#039;use, interact and manipulate Meta-points&#039;&#039;&#039;. Normally, Metaphors can&#039;t affect such abilities or a character&#039;s current or maximum MP. Some valid forms include, but not limited to: Regaining MP on Condition, Reducing MP cost of Meta-abilities (minimum 1MP), and creating Features that cost MP to perform.&lt;br /&gt;
 &lt;br /&gt;
 This ability is passive and costs no MP to use. The character still needs to create such Metaphors and components before they can have any effect. Your Game-Master will still need to approve of how Metaphors interact with the character&#039;s Meta-Points.&lt;br /&gt;
&lt;br /&gt;
===Magic Effect===&lt;br /&gt;
 &amp;quot;&#039;&#039;&#039;Magic Effect&#039;&#039;&#039; is a passive Meta-Power that enables a character to produce effects that would otherwise not be possible or exist with their current powers and/or equipment.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
 None.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
 Affects the range of effects &#039;&#039;&#039;Versatile Bonus&#039;&#039;&#039; can be apply.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Effect&#039;&#039;&#039;&lt;br /&gt;
 Allows a character to apply effects that their &#039;&#039;&#039;Versatile Bonus&#039;&#039;&#039; wouldn&#039;t normally apply, like applying Poison or Confusion status magnitude to a Sharp-edged sword. In addition, the user can spend up to a maximum of their character [[level]] &#039;&#039;&#039;in MP&#039;&#039;&#039; to their Versatile Bonus.&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;small&amp;gt;&#039;&#039;&amp;quot;The level three Seductress employs an unorthodox approach to the guard barring her way. She slaps him across the face, dealing blunt damage as an unarmed strike. She gains the benefit of a &#039;&#039;&#039;Create a Meta-die&#039;&#039;&#039; and rolls a 7, then uses &#039;&#039;&#039;Magic Effect&#039;&#039;&#039; to allow her to use the Versatile Bonus gained to turn it into a &amp;lt;abbr title=&amp;quot;Charm: Makes target helpful and friendly towards you.&amp;quot;&amp;gt;Charm&amp;lt;/abbr&amp;gt; magnitude against the guard, she also spends an additional 3 MP to increase this magnitude by +3. If the guard fails the Mind-save for this effect, she will have effectively charmed the guard by smacking them.&amp;quot;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hype Effect===&lt;br /&gt;
 &amp;quot;&#039;&#039;&#039;Hype Effect&#039;&#039;&#039; allows the character&#039;s die to explode into copy of the same die, even if they&#039;re not normally capable of doing so.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
 None.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
 Triggers whenever the character rolls a dice that isn&#039;t a normal d12. Meaning it also triggers on Meta-dice rolls.&lt;br /&gt;
 &lt;br /&gt;
 The Trigger only works on the &#039;&#039;&#039;original dice&#039;&#039;&#039; thrown during a check, and &#039;&#039;&#039;not the dice created&#039;&#039;&#039; from said explosions.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Effect&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;Hype Effect&#039;&#039;&#039; is a passive Meta-Power that enables a character&#039;s Meta-dice and regular non-d12 dice to &#039;&#039;&#039;Explode&#039;&#039;&#039;, meaning they will produce a copy of the same die thrown.&lt;br /&gt;
 &lt;br /&gt;
 Example one: User throws a &#039;&#039;&#039;md8&#039;&#039;&#039; and rolls an &#039;&#039;&#039;8&#039;&#039;&#039;, this die can explode despite it being a Meta die, creating another md8 that can be applied as another Versatile Bonus independently of the original.&lt;br /&gt;
 &lt;br /&gt;
 Example two: Use throws a &#039;&#039;&#039;d10&#039;&#039;&#039; and rolls a &#039;&#039;&#039;10&#039;&#039;&#039;, this explodes and creates an exact copy of the dice, a &#039;&#039;&#039;d10&#039;&#039;&#039;. This is possible despite it not being a d12.&lt;br /&gt;
 &lt;br /&gt;
 Each die thrown in a round can trigger Hype Effect once, copied dice can&#039;t explode again. Dice in an Advantage roll can be copied.&lt;br /&gt;
&lt;br /&gt;
===Fudge Nudge===&lt;br /&gt;
 &amp;quot;&#039;&#039;&#039;Fudge Nudge&#039;&#039;&#039;&amp;quot; lets you spend MP to increase a rolled die by one or more.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
 Nudging a die by one costs 1 plus 1 additional MP for each nudge after the first made that turn. Additional cost resets at the &#039;&#039;&#039;end of the turn&#039;&#039;&#039;. The cost is mutually exclusive between &#039;&#039;&#039;difference dice&#039;&#039;&#039;, so affecting three different dice by nudging them once still only costs 1 MP each.&lt;br /&gt;
 &lt;br /&gt;
 Nudging consecutively costs 1, 2, 3, 4...etc. It resets at the end of the turn, it doesn&#039;t have to be the character&#039;s own turn.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
 This M-Power can be used during any interaction but only for the character&#039;s own values and results.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Effect&#039;&#039;&#039;&lt;br /&gt;
 When the M-Power is used, the player can spend the appropiate amount of MP to increase the &#039;&#039;&#039;rolled value&#039;&#039;&#039; by one each time it is nudged. So if a d12 rolls a 9, you can spend 1 MP to make it a 10 instead.&lt;br /&gt;
 &lt;br /&gt;
 This power can affect any die rolled by the character but no die can be nudged above it&#039;s highest value (d10 can only reach 10). This power can also affect dice within a &#039;&#039;&#039;Disadvantage roll&#039;&#039;&#039;, allowing one to increase the lower value for a better result.&lt;br /&gt;
 &lt;br /&gt;
 Because the M-Power changes the rolled die to a different number, this power can trigger Critical effects, by bumping any non 12 d12 into a 12.&lt;br /&gt;
 &lt;br /&gt;
===Power Level===&lt;br /&gt;
 &amp;quot;&#039;&#039;&#039;Power Level&#039;&#039;&#039; exchanges MP Recovery with Experience gain.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
 Character &#039;&#039;&#039;can&#039;t gain MP by gaining experience&#039;&#039;&#039;, and only recovers up to their &#039;&#039;&#039;Level in MP&#039;&#039;&#039; when spending experience to raise their Max MP.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
 Triggers whenever the character gains Experience points.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Effect&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;Power Level&#039;&#039;&#039; gives the character +1 XP for each source of experience gained in a session, but prevents MP recovery from gaining Experience. If they spend experience to raise their Max MP, they only gain MP equal to their [[Level]] instead of fully restoring their MP.&lt;br /&gt;
 &lt;br /&gt;
 In addition, the character can now spend XP to improve their Metaphors and Attributes with &#039;&#039;&#039;Debt&#039;&#039;&#039;. A character can have negative XP equal to &#039;&#039;&#039;double their character level&#039;&#039;&#039;. If this M-Power were to be unequipped, the character would not be able to spend experience until they have a positive balance.&lt;br /&gt;
&lt;br /&gt;
===Initiative Link / Team Work===&lt;br /&gt;
 &amp;lt;small&amp;gt;&#039;&#039;(This is a bundled M-Power, you gain both M-Powers with one M-Power slot)&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &amp;quot;&#039;&#039;&#039;Initiative Link&#039;&#039;&#039; and &#039;&#039;&#039;Team Work&#039;&#039;&#039; allows a character to do two things. Move another ally&#039;s initiative after theirs, and give them an Action.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;Initiative Link&#039;&#039;&#039; can only be used &#039;&#039;&#039;once&#039;&#039;&#039; per [[Encounter]].&lt;br /&gt;
 &lt;br /&gt;
 Team Work can be used only once per round, and costs the user one of their Action frames to perform (because they will essentially be giving another their Frame).&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
 Initiative Link and Team Work can be performed on the &#039;&#039;&#039;character&#039;s turn&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Effect&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;Initiative Link&#039;&#039;&#039;: The character chooses a &#039;&#039;&#039;willing ally&#039;&#039;&#039; with a &#039;&#039;&#039;later initiative&#039;&#039;&#039; than themselves, moving their initiative &#039;&#039;&#039;after&#039;&#039;&#039; their own. This function is &#039;&#039;&#039;strictly once per encounter&#039;&#039;&#039;, so it can&#039;t be used more than once even if another character has this M-Power equipped.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Team Work&#039;&#039;&#039;: Once per encounter, the character can designate another ally to gain an &#039;&#039;&#039;Action Frame&#039;&#039;&#039;, that ally immediately begins acting as if it were their turn. Once the ally finishes their Action Frame, the character resumes their turn (if they have an Action-Frame remaining). Unlike Team-Up, this can be used by each character with this M-Power equipped.&lt;br /&gt;
&lt;br /&gt;
===Crash Out===&lt;br /&gt;
 &amp;quot;Crash Out is a Meta-Power that can cause your foes to suffer penalties and consequences for critical failures.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
 The MP cost is based on the number the opponent rolled on their d12 (thus the max cost could be 11). But &#039;&#039;&#039;can&#039;t&#039;&#039;&#039; be used if the opponent rolls a 12. If the opponent rolls a natural 1, then the M-Power can be triggered for &#039;&#039;&#039;free&#039;&#039;&#039;!&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
 Can be used whenever an opponent fails on a check while using their primary d12 die against the user, but not when they roll a 12. Doesn&#039;t work on interactions with no d12 dice roll, or Meta-d12s created by [[Metaphor]] components or M-Powers.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Effect&#039;&#039;&#039;&lt;br /&gt;
 When the opponent performs an attack or interaction with the user that features a primary d12 and they roll a failure, that foe suffers a &#039;&#039;&#039;reasonably punishing&#039;&#039;&#039; consequence to their actions. They could overextend and fall over while attacking, they may splash or catch themselves with part of their area of effect, they could  hit something else that in turn hits them and more.&lt;br /&gt;
 &lt;br /&gt;
 The opponent can roll an appropriate Core-Save (Body/Reflex/Mind) with the target-number of:&lt;br /&gt;
 &#039;&#039;&#039;[ 12 + Double User&#039;s Character Level ]&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 If the opponent succeeds their Save, they suffer a temporary set back such as being Proned, Stun 1 or take minor damage. But on a failed save the opponent might suffer longer lasting effects such as Bleed, Stun 2+ and/or a lot of damage. If the opponent had rolled a 1, the opponent &#039;&#039;&#039;automatically fails&#039;&#039;&#039; the [[Save]].&lt;br /&gt;
&lt;br /&gt;
===Force Fate===&lt;br /&gt;
 &amp;quot;&#039;&#039;&#039;Force Fate&#039;&#039;&#039; allows a character to directly change the numerical values of an interaction to their benefit, for a heavy cost.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
 MP Cost is equal to the difference between the value being changed, and the changed value. This cost increases by 1 each time the M-Power is used.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
 Can be used in any check or interaction with numerical values. This M-power becomes &#039;&#039;&#039;unequippable&#039;&#039;&#039; once used.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Effect&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;Force Fate&#039;&#039;&#039; is a Meta-Power that can directly increase or decrease the values of a check or interaction by spending MP (affected by how many times it has been used previously). So if a character needs to boost a value by 5 to do what they need, it will cost 5MP initially, if they need to reduce something by 8, they spend 8MP to make the change.&lt;br /&gt;
 &lt;br /&gt;
 If a player needs to know how much they need to change a value to create a &#039;&#039;&#039;meaningful, useful outcome&#039;&#039;, the Game Master can tell them exactly how much MP they need to spend to do so. Revealing anything more is at the GM&#039;s discretion.&lt;br /&gt;
 &lt;br /&gt;
 Force Fate is the most direct narrative intervention in the Metaforce system, but aside from increasing its cost by 1 each time it is used, the M-Power becomes &#039;&#039;&#039;bound to the character&#039;&#039;&#039; and can&#039;t be unequipped from that point on. It is up to the Game-master to decide if the character can reduce the cost increase from using Force Fate, if at all.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Level&amp;diff=511</id>
		<title>Level</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Level&amp;diff=511"/>
		<updated>2026-02-10T17:53:18Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: /* XP Scale */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Level&#039;&#039;&#039; refers to &#039;&#039;&#039;Character Level&#039;&#039;&#039;, representing an estimate of a character&#039;s overall power. Levels are also important for unlocking features for [[Arc]]s. Character Levels are also a stat that can be used to scale Features and [[Metaphor]]s.&lt;br /&gt;
&lt;br /&gt;
==Increasing Character Level (Level-Up)==&lt;br /&gt;
 To &#039;Level-Up&#039;, a character must have enough &#039;&#039;&#039;Level Points&#039;&#039;&#039;. To gain Level Points: one can spend [[Experience]] points on improving Attributes, Metaphors, or by increasing the character&#039;s [[Meta Point|Max MP]].&lt;br /&gt;
 &lt;br /&gt;
 After meeting the minimum amount of Level Points required for a level, the character &#039;&#039;&#039;consumes&#039;&#039;&#039; the exact amount required and increase their level &#039;&#039;&#039;by 1&#039;&#039;&#039;. Levels can only be gained &#039;&#039;&#039;incrementally&#039;&#039;&#039;, so one would have to become Level 2 before they can become Level 3 and so on.&lt;br /&gt;
 &lt;br /&gt;
 Level-Ups grant a few benefits: An &#039;&#039;&#039;Attribute Point&#039;&#039;&#039;, a &#039;&#039;&#039;Training Point&#039;&#039;&#039;, and unlock any features present in a character&#039;s [[Arc]]s.&lt;br /&gt;
&lt;br /&gt;
===Attribute Point===&lt;br /&gt;
 After a Level-Up, players can assign one [[Attribute]] Point to any of their character&#039;s six Attributes, which in turn can improve their [[Core Value]]s.&lt;br /&gt;
 &lt;br /&gt;
 Unlike the Attribute Training Points, the Attribute point gained via levelling can ignore the character&#039;s &#039;&#039;&#039;Level Limit&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Training Point===&lt;br /&gt;
 &#039;&#039;&#039;Training Points&#039;&#039;&#039; represent a limited resource that can be used to make fundemental changes to a characters Attributes. A Training Point and some amount of &#039;&#039;&#039;experience&#039;&#039;&#039; can be used to raise a character&#039;s Attributes up to their character level, one point at a time. The XP cost is equal to the current &#039;&#039;&#039;Attribute + 1&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
 The player can&#039;t improve an Attribute to be higher than the character&#039;s level with ATP, and can&#039;t improve Attributes if they have no more Training Points.&lt;br /&gt;
&lt;br /&gt;
==Level Point==&lt;br /&gt;
 A &#039;&#039;&#039;Level Point&#039;&#039;&#039; is created by spending Experience on their Attributes, Metaphors or by increasing their max MP. It is not generated by paying into Experience [[debt]].&lt;br /&gt;
&lt;br /&gt;
===XP Scale===&lt;br /&gt;
 The Metaforce system recommends an XP-to-Level scale of:&lt;br /&gt;
 &#039;&#039;&#039;[ 10, plus 5 for every level gained ]&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 The Game Master can adjust the &#039;&#039;&#039;Base XP&#039;&#039;&#039; and &#039;&#039;&#039;XP Scale&#039;&#039;&#039; per level on the [[Character Sheet]]. This trend can continue indefinitely, unless the Game-Master imposes a &#039;&#039;&#039;Level Cap&#039;&#039;&#039; for their game.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Starting at a Higher Level&#039;&#039;&#039;&lt;br /&gt;
 When starting characters at a higher level, the Game-Master decides how much &#039;&#039;&#039;Experience&#039;&#039;&#039; each character starts with, usually with a &#039;&#039;&#039;Intended character level&#039;&#039;&#039; in mind. Having a fixed amount of experience means that even if characters don&#039;t spend all their XP, they will be mostly be the same level as their peers.&lt;br /&gt;
 &lt;br /&gt;
 Player must attempt to spend as much experience given this way as possible to achieve character levels.&lt;br /&gt;
 &lt;br /&gt;
 If you are starting at a higher level, you need to process each level &#039;&#039;&#039;individually&#039;&#039;&#039;, you can&#039;t skip to the expected level.&lt;br /&gt;
&lt;br /&gt;
===Experience Required to Level Up===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;XP Scale&#039;&#039;&#039; || &#039;&#039;&#039;2nd Level&#039;&#039;&#039; || &#039;&#039;&#039;3rd Level&#039;&#039;&#039; || &#039;&#039;&#039;4th Level&#039;&#039;&#039; || &#039;&#039;&#039;5th level&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 10 || 20 || 30 || 40&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 8 || 16 || 24 || 32&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 6 || 12 || 18 || 24&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 4 || 8 || 12 || 16&lt;br /&gt;
|-&lt;br /&gt;
| colspan=99 | Lowering XP scale can help weaker characters level faster. Increasing it can help characters weaker relative to the user to catch up in power.&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 12 || 24 || 36 || 42&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 15 || 30 || 45 || 60&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 20 || 40 || 60 || 80&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
 When playing with a cast that have higher or lower than the base XP scale of 10. Dispense experience as if &#039;&#039;&#039;everyone were Scale-10&#039;&#039;&#039;. That way character with a lower XP scale will have a higher level and those with a higher XP will have a lower level.&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;small&amp;gt;&#039;&#039;&amp;quot;A small party consisting of a Human, Elf, Goblin and Giant have the following XP scales: 10, 10, 8 and 15. They all start with 60 Experience to build their characters. While the Human, Elf and Goblin will start at Level 3, the Giant will end up only at Level 2 due to how much more experience is needed to level them up.&amp;quot;&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Main_Page&amp;diff=510</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Main_Page&amp;diff=510"/>
		<updated>2026-02-10T15:57:19Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: /* Game/Wiki News */ Spells &amp;amp; Powers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background-color: rgba(0, 0, 0, 0.34); padding: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;small&amp;gt;[[File:mws150.png|25px]] Magic Window Studios presents&amp;lt;/small&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:MetaforceLogo.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;small&amp;gt;A Tabletop Roleplaying Game by &#039;&#039;&#039;AlienOvan&#039;&#039;&#039;&amp;lt;/small&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;big&amp;gt;Metaforce&amp;lt;/big&amp;gt;&#039;&#039;&#039; is a genre-agnostic, modular tabletop roleplaying system designed to allow a wide variety of game settings and scenarios while enabling players to build and customise their character’s powers, skills and abilities with numerically-backed scores known as [[Metaphor]]s. Fate-altering [[Meta Power]]s give players the power to survive even the most dangerous situations, allowing Game-Masters to run more intense scenarios without high risk of &amp;lt;abbr title=&amp;quot;Total Party Kill, TTRPG equivilant to a Game Over&amp;quot;&amp;gt;TPK&amp;lt;/abbr&amp;gt;. Metaforce uses &#039;&#039;&#039;d12s&#039;&#039;&#039; as the key die.&lt;br /&gt;
 &lt;br /&gt;
 The current build for Metaforce is &#039;&#039;&#039;BETA 2.22&#039;&#039;&#039;, expected to finalise major systems within the year 2026.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Wiki Navigation Tips&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;&#039;&#039;You can open up the search easily by tapping &amp;lt;code&amp;gt;&#039;&#039;&#039;/&#039;&#039;&#039;&amp;lt;/code&amp;gt; on desktop!&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To see older News posts, see [[News]]. And a list of changes to pages, can be found on the [[Special:RecentChanges|Recent Changes]] page.&amp;lt;/small&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
==Game/Wiki News==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;small&amp;gt;&#039;&#039;Written by AlienOvan&#039;&#039;&amp;lt;/small&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;9th February 2026&#039;&#039;&#039;&lt;br /&gt;
 In preparation of the 2026 Playtests, I&#039;ve updated the &#039;&#039;&#039;Character Sheet&#039;&#039;&#039; for the system, as well as a few progressions regarding [[Level]] ups. In order to keep a character&#039;s defensive stats relevant to increasing Skill and Magnitude increasing [[Metaphor]]s, level-ups give +1 Evasion (and Deflection), as well as increasing the character&#039;s Status Resist scores for their Core values. Metaphors like &#039;&#039;&#039;Fitness&#039;&#039;&#039; and &#039;&#039;&#039;Discipline-Will&#039;&#039;&#039; grant bonuses to &#039;&#039;&#039;Body and Mind cores&#039;&#039;&#039; respectively to help those who want to keep their special defenses high.&lt;br /&gt;
 &lt;br /&gt;
 Attribute Tiers have been properly &#039;&#039;&#039;depreciated&#039;&#039;&#039;, focus will mainly be on balancing the number stacks of Attributes, Metaphors and Metaphor Components. Characters who would otherwise be leagues more adept at an Attribute will now have proper &#039;&#039;&#039;Attribute property tags&#039;&#039;&#039; saying so. Attributes can be marked &#039;Proficient&#039; or &#039;Expertise&#039; to indicate universal Advantage states for species or individuals who get them.&lt;br /&gt;
 &lt;br /&gt;
 Other highlights include the introduction of &#039;&#039;&#039;Dashing&#039;&#039;&#039;: When your character spends no other actions other than movement, their speed for that [[Action Frame]] is increased by 2x. Now that [[Encounter]]s now only give characters &#039;&#039;&#039;2 Action Frames per turn&#039;&#039;&#039;, this roughly gives characters roughly the same movement speed options and action economy as they would in other popular games and systems.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Proficiency&#039;&#039;&#039; in a Attribute or Metaphor means a character rolls with Advantage when no other complication affects the difficulty of a check. But now &#039;&#039;&#039;Expertise&#039;&#039;&#039; has been formalised as &amp;quot;Treats the roll as being average or higher, rounded up&amp;quot;, meaning rolls with Expertise can transmute &#039;Roll 1&#039; disadvantages into the average of the die, which would be 6 for d12s.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;Feb 10th update&#039;&#039;&lt;br /&gt;
 I have added a Spells &amp;amp; Powers section below the main section of the [[Character Sheet]]. Now your character can have a distinct section to list things such as spells that wouldn&#039;t work very well under Metaphors or Arcs &amp;amp; Features. The Description box should wrap text around to ensure everything is visible. The Spells &amp;amp; Powers section is given a Red colour code.&lt;br /&gt;
 &lt;br /&gt;
 Additionally, there is a new XP curve for the sheet. I will update [[Experience]] curve to be 10 plus 5 per level instead of 10 per level stacking.&lt;br /&gt;
&lt;br /&gt;
==Master Categories==&lt;br /&gt;
 For a full list of game mechanics, see [[:Category:Mechanics|Mechanics]]&lt;br /&gt;
==Getting Started==&lt;br /&gt;
 Before you start playing Metaforce, best to read up on the basic terms and concepts.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Character Creation]]&amp;lt;/code&amp;gt; A section to help new players start creating their first character.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Character Sheet]]&amp;lt;/code&amp;gt; Explains the Character sheet used to play Metaforce.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Race]]&amp;lt;/code&amp;gt; Explains the Race/Species articles and provides a list of them.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Attribute|Attributes]]&amp;lt;/code&amp;gt; A section explaining the six essential aspects of a characters capabilities.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Core Value]]&amp;lt;/code&amp;gt; A section explaining the three core stats that affect everything else, including resistances.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Meta Dice]]&amp;lt;/code&amp;gt; A section that covers the unique dice used in Metaphors, Attributes and more.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Metaphor]]&amp;lt;/code&amp;gt; A section that covers what Metaphors are used for and how values are assigned and used.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Recommended Metaphors]]&amp;lt;/code&amp;gt; A list containing Metaphors players would find helpful in most Metaforce games.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Level]]&amp;lt;/code&amp;gt; A section that goes over the importance of a character level, level-ups and progression.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Arc]]&amp;lt;/code&amp;gt; A section that explains the special features a character gains as they level up.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Experience]]&amp;lt;/code&amp;gt; A describing how Experience points (XP) are gained and used to progress a character.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[How To Play]]&amp;lt;/code&amp;gt; An explanation how games are run and what to do and when to do checks.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Debt]]&amp;lt;/code&amp;gt; Explains the concept of Experience Debt and Boosting (to modify progression).&lt;br /&gt;
&lt;br /&gt;
==Playing Metaforce==&lt;br /&gt;
 These concepts make more sense after understanding the basics, or might only be relevant after starting your first session.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Meta Point]]&amp;lt;/code&amp;gt; An important section that goes over Meta-Points (&#039;&#039;&#039;MP&#039;&#039;&#039;), a resource used in Meta Powers.&lt;br /&gt;
** &amp;lt;code&amp;gt;[[Meta Power]]&amp;lt;/code&amp;gt; Narrative interventions that enable players to influence the outcomes of their character&#039;s fate.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Equipment]]&amp;lt;/code&amp;gt; A section that covers how equippable and usable (consumable) items work, and how they can be modified or enhanced.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inventory]]&amp;lt;/code&amp;gt; A section that details the carry capacity and Inventory rules for characters.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Encounter]]&amp;lt;/code&amp;gt; An in-depth look on how combat and special scenarios work in a Metaforce game.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Action Frame]]s&amp;lt;/code&amp;gt; A break-down of what Action Frames are, how to use them in &#039;&#039;&#039;Encounters&#039;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Magnitude]]&amp;lt;/code&amp;gt; An explanation to how Status Conditions and &amp;lt;code&amp;gt;&#039;&#039;&#039;Magnitude&#039;&#039;&#039;&amp;lt;/code&amp;gt; work, and how they can be used to measure stamina and action costs.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Complication]]&amp;lt;/code&amp;gt; Describes the circumstances in which a character may lose advantage or suffer disadvantage during checks.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resistance]]&amp;lt;/code&amp;gt; Explains how the difference Resistance (and Anti-Resistance) properties function.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Size]]&amp;lt;/code&amp;gt; A section that goes over the effects of Size and various considerations to take involving gigantic or tiny creatures.&lt;br /&gt;
&lt;br /&gt;
===Game Mastery===&lt;br /&gt;
 For a full list of topics relating to running games, see [[:Category:Game Mastery|Game Mastery]]&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;; style=&amp;quot;text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
| width=50% |&lt;br /&gt;
===Modular Skills and Powers===&lt;br /&gt;
&amp;lt;code&amp;gt;[[Metaphor|Metaphors]]&amp;lt;/code&amp;gt; are skills, powers and abilities a character can use to defend themselves or gain an advantage within their environment throughout various campaigns and settings. The Game Master and Player should communicate to each other to create and design Metaphors that are appropriate to the campaign.&lt;br /&gt;
|&lt;br /&gt;
===Exploding Dice===&lt;br /&gt;
Dice with 12 sides (and sometimes other forms of die) can ‘explode’, allowing an additional die with the same number of sides to be rolled and added to the result upon rolling its highest value. Typically, &#039;&#039;&#039;Skill&#039;&#039;&#039;, &#039;&#039;&#039;ToHit&#039;&#039;&#039;, and &#039;&#039;&#039;Damage Dice&#039;&#039;&#039; can explode in this way.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===Meta Dice===&lt;br /&gt;
&amp;lt;code&amp;gt;[[Meta Dice]]&amp;lt;/code&amp;gt; appear in Attributes and Metaphors with a value of +1 or greater. Starting at d4 and working up to d6, d8, d10 and d12. Meta-dice have a minimum number relative to the initial value of the Attribute/Metaphor, at its strongest, the d12 can&#039;t roll lower than a 5.&lt;br /&gt;
|&lt;br /&gt;
===Attributes / Core Values===&lt;br /&gt;
There are 6 &amp;lt;code&amp;gt;[[Attribute|Attributes]]&amp;lt;/code&amp;gt; (Strength, Endurance, Agility, Perception, Intellect, Charisma) that can be added to various checks, these Attributes contribute towards 3 &amp;lt;code&amp;gt;[[Core Value|Core Values]]&amp;lt;/code&amp;gt; (Body, Reflex, Mind) which govern a number of other stats including Health-Points (&amp;lt;code&amp;gt;HP&amp;lt;/code&amp;gt;), &amp;lt;code&amp;gt;[[Meta Point|Meta-Points]]&amp;lt;/code&amp;gt; (MP), Deflection and Evasion.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===Status Conditions and Magnitude===&lt;br /&gt;
&amp;lt;code&amp;gt;[[Status Point|Status Conditions]]&amp;lt;/code&amp;gt; affect characters in different ways, and even keep track of various resources they may have. &amp;lt;code&amp;gt;&#039;&#039;&#039;Magnitude&#039;&#039;&#039;&amp;lt;/code&amp;gt; is used to track conditions and if it exceeds a character&#039;s relevant Core Value, they may become affected by a condition.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===Size and Size-Rating===&lt;br /&gt;
&amp;lt;code&amp;gt;[[Size|Size Rating]]&amp;lt;/code&amp;gt; determines the physical size of a character or creature, scaling its statistics such as Max Health, Damage dealt, Reach, Move Speed and more. The rules and adjustments for size work the same for player characters and NPCs.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=News&amp;diff=509</id>
		<title>News</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=News&amp;diff=509"/>
		<updated>2026-02-09T12:50:47Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;max-width:75em; align:center; margin:auto;&amp;quot;&amp;gt;&lt;br /&gt;
==Game/Wiki News Archive==&lt;br /&gt;
 Wiki News posts are copied and pasted from the [[Main Page]] when they become &#039;Old news&#039; to reduce clutter.&lt;br /&gt;
===2025===&lt;br /&gt;
 &#039;&#039;&#039;14th December 2025&#039;&#039;&#039;&lt;br /&gt;
 Seems I managed to fix and tidy up most of the new layout for the wiki, apart from the fact the tables refuse to align center, this is apparently a bug in the Citizen Skin and not fixable until the wiki gets updated. Bummer.&lt;br /&gt;
 &lt;br /&gt;
 But in other news, I am in the process of creating &#039;&#039;&#039;Definition Articles&#039;&#039;&#039;, which are focused pages that define and explain various words and terms used in the Metaforce system so that people can read up on them independently from larger topic articles. To further that end, there are now new categories to help group up everything and hand it to you in a nice alphabetical platter. You can find the main bulk of articles in [[:Category:Mechanics]]. Aside from having to update older articles to use the new category, this means that not all pages will be listed on the front page any more, but at the same time the front page doesn&#039;t have to be filled up with them either.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;9th December 2025&#039;&#039;&#039;&lt;br /&gt;
 It&#039;s been a while but aside from a few reworks, I have also finally got around to installing a newer and easier-on-the-eyes skin for the Metaforce wiki. No longer shall visitors (or my) eyes be flash-banged by the default white of the Vector skin.&lt;br /&gt;
 &lt;br /&gt;
 As far as game-mechanic news. I have reworked [[Meta Point]]s so that determining a character&#039; Max MP from creation and level ups are now simplified to simply be a default value plus a set value determined by MPLV and your character level. No more &#039;lowest of three core values&#039; complicating things. In addition, it is now possible to spend [[Experience]] points to increase one&#039;s Max MP and restore their MP along with it, solving an issue with trying to level up where you have the XP but nothing to spend it on (with Metaphors and/or Attributes being more than your current XP).&lt;br /&gt;
 &lt;br /&gt;
 Now that the site is easier to read for long periods of time, I&#039;ll be able to continue working eagerly to set up testing Beta 2.2.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;18th September 2025&#039;&#039;&#039;&lt;br /&gt;
 After a summer away, I&#039;ve returned to do more updates and changes to the Metaforce system. A few highlights include &#039;&#039;&#039;&amp;lt;code&amp;gt;Status [[Magnitude]] &amp;amp; Saves&amp;lt;/code&amp;gt;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;lt;code&amp;gt;[[Attribute]] Power Tiers&amp;lt;/code&amp;gt;&#039;&#039;&#039; and updating creation rules to suits and &amp;lt;abbr title=&amp;quot;Isn&#039;t it nice when something says &#039;And more!&#039; and then actually show you MORE instead of just saying it to look better? You&#039;re welcome&amp;quot;&amp;gt;more!&amp;lt;/abbr&amp;gt; &#039;&#039;&#039;[[Character Creation|Training Points]]&#039;&#039;&#039; supersede [[Level|Attribute Training Opportunities]], gained the same way as ATOs except they can now be spent to obtain new Metaphors and also increase a character&#039;s Attribute tier!&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Level Points&#039;&#039;&#039; are now produced 1 for 1 for each Experience point spent. These LPs can be exchanged for level-ups. This was done to make it more obvious that spending Experience is required to level up and the character sheet has been updated to track these properly.&lt;br /&gt;
 &lt;br /&gt;
 Speaking of sheet updates, now that &#039;&#039;&#039;Status Saves&#039;&#039;&#039; have been introduced to make inflicting and recovering from status conditions easier and fairer. The character sheet has been updated to give plenty of room to track statuses and their Magnitude amounts. [[Resistance]]s have also been added and defined, offering a number of ways one can protect themselves passively from damage and effects, and also circumvent them via &#039;&#039;&#039;Penetration&#039;&#039;&#039;. With added definition to how &#039;&#039;&#039;Deflection&#039;&#039;&#039; works by default (it&#039;s Resistance X).&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Attribute Tiers&#039;&#039;&#039; add more depth to a character&#039;s core abilities. Those with higher tiers will get access to greater bonuses whenever they roll for checks or use Metaphors that use them. The &#039;&#039;&#039;Exert&#039;&#039;&#039; feature allows one to briefly tap into the utmost of their Attribute at the cost of a little exhaustion or some other cost. Characters can start with higher tiers based on their Nature (Race) and Nurture (Class/Choice/Backstory), and spend a lot of points to raise their tier with Training points!&lt;br /&gt;
 &lt;br /&gt;
 Lastly, the system has a &#039;&#039;&#039;new Logo&#039;&#039;&#039;! A pixel-style inspired by &#039;&#039;wplace.live&#039;&#039; created by AlienOvan. Incorporating all the four primary colours with a retro TTRPG aesthetic. This will replace the Logo-Maker stuff I had been using previously, it looked nice, but literally anyone could make it and this way, I know it&#039;s unique to Metaforce. Nicer versions of the Logo to come in the future!&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;14th May 2025&#039;&#039;&#039;&lt;br /&gt;
 Added a new mechanic, Experience [[Debt]]. A potential penalty, or trade-off for events that may occur in games to slow experience gains, or a way to allow innately-powerful characters to be played in games where they wouldn&#039;t normally.&lt;br /&gt;
 &lt;br /&gt;
 Additionally, [[Level]] has been updated to feature a new &#039;&#039;&#039;Level Investment&#039;&#039;&#039; approach to levelling up. Whereby a character can&#039;t spend experience to level up directly, but rather requires spending enough XP on things such as Metaphors and Attribute Training Points (previous ATOs) to automatically gain a new level. Depending on how well I can implement this on the character sheet, Level Investment may be the standard approach for Metaforce games moving on.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;22nd February 2025&#039;&#039;&#039;&lt;br /&gt;
 It&#039;s been a long absence, but the love grows stronger with Metaforce. A new update to the way Encounters work is being written into the wiki, starting with the [[Encounter]] page. Battles now take place under a &#039;Time-Frame&#039; system wherein your actions aren&#039;t limited to points, but instead periods of time, known as Frames. Whatever appendages your character can use can allow multiple actions to take place including movement, provided there are no conflicts such as using the same limb twice at the same time, or using multiple limbs that require proper coordination.&lt;br /&gt;
 &lt;br /&gt;
 Overall, it should open up how one may conduct their turn and combine movements with actions. Although speaking of movement, base speed has been reduced to 20ft, to account for how a character can potentially move up to three times their base speed. Slower characters have a base speed of 15 or 10ft, whereas Faster and bigger characters will gain +5ft per Size above 1.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;8th March 2025&#039;&#039;&#039; (Addendum)&lt;br /&gt;
 It&#039;s now officially referred to as [[Action Frame]]s. This will replace Action-Sequences with &#039;&#039;&#039;Optimise Action&#039;&#039;&#039;, allowing regularly used actions to resolve faster and potentially allow them to fit within singular Action Frames, much like Sequences used to do except all Optimised actions can work with each other.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;14th May 2025&#039;&#039;&#039;&lt;br /&gt;
 Added a new mechanic, Experience [[Debt]]. A potential penalty, or trade-off for events that may occur in games to slow experience gains, or a way to allow innately-powerful characters to be played in games where they wouldn&#039;t normally.&lt;br /&gt;
 &lt;br /&gt;
 Additionally, [[Level]] has been updated to feature a new &#039;&#039;&#039;Level Investment&#039;&#039;&#039; approach to levelling up. Whereby a character can&#039;t spend experience to level up directly, but rather requires spending enough XP on things such as Metaphors and Attribute Training Points (previous ATOs) to automatically gain a new level. Depending on how well I can implement this on the character sheet, Level Investment may be the standard approach for Metaforce games moving on.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;8th March 2025&#039;&#039;&#039; (Addendum)&lt;br /&gt;
 It&#039;s now officially referred to as [[Action Frame]]s. This will replace Action-Sequences with &#039;&#039;&#039;Optimise Action&#039;&#039;&#039;, allowing regularly used actions to resolve faster and potentially allow them to fit within singular Action Frames, much like Sequences used to do except all Optimised actions can work with each other.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;22nd February 2025&#039;&#039;&#039;&lt;br /&gt;
 It&#039;s been a long absence, but the love grows stronger with Metaforce. A new update to the way Encounters work is being written into the wiki, starting with the [[Encounter]] page. Battles now take place under a &#039;Time-Frame&#039; system wherein your actions aren&#039;t limited to points, but instead periods of time, known as Frames. Whatever appendages your character can use can allow multiple actions to take place including movement, provided there are no conflicts such as using the same limb twice at the same time, or using multiple limbs that require proper coordination.&lt;br /&gt;
 &lt;br /&gt;
 Overall, it should open up how one may conduct their turn and combine movements with actions. Although speaking of movement, base speed has been reduced to 20ft, to account for how a character can potentially move up to three times their base speed. Slower characters have a base speed of 15 or 10ft, whereas Faster and bigger characters will gain +5ft per Size above 1.&lt;br /&gt;
&lt;br /&gt;
===2024===&lt;br /&gt;
 &#039;&#039;&#039;16th October 2024&#039;&#039;&#039;&lt;br /&gt;
 Just as a way to keep things tidier, I created a [[News]] and Updates link to the sidebar (Desktop users only) and will now only keep the latest important messages on the main page to prevent it from pushing the Chapter article links down too much. So expect only one or two news items to appear here from now on, the rest will be in the News page as an archive.&lt;br /&gt;
 &lt;br /&gt;
 Additionally, there is a discord link to the [https://discord.gg/DxxJVgRm9R New Expanded Universe] Discord. It is not a Metaforce product or setting, but is a great Sci-fi/Fantasy that involves similar mechanics. Also, it serves as a means to contact me (AlienOvan) in case you want to get in touch about the system. However, please be kind and also take a look at &#039;&#039;&#039;Reborn in Power&#039;&#039;&#039;, an Arthadian-Anthologies system. I will never forgive you if you don&#039;t.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;14th October 2024&#039;&#039;&#039;&lt;br /&gt;
 After finishing up the drafts for both [[Encounter]]s and [[Action Point]]s, the groundwork for Metaforce is on the home-stretch now. Some smaller articles need to be written for specific mechanics but it is starting to become a comprehensive and workable framework now. Metaforce should be expected to be officially in the Beta-2 state by the end of this month of October.&lt;br /&gt;
 &lt;br /&gt;
 I have had some serious consideration to rename [[Progression]]s into something else, something snappier and less iniquitous. I&#039;d bring shame to my family if I named it into &#039;Meta-something&#039; one more time. Ideas I have considered include &#039;&#039;&#039;Arc&#039;&#039;&#039;, like character arcs. So when a character levels up, they are advancing as part of their own character build journey. If I decide to go with this idea, I&#039;ll be moving and updating article links to reflect this.&lt;br /&gt;
 &lt;br /&gt;
 As for any playtests, they are likely not to start until November due to work commitments. I&#039;ll be looking forward to see others try the system out for their own games and provide feedback for late-development improvements.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;30th September 2024&#039;&#039;&#039;&lt;br /&gt;
 Progression of the Wiki is slow but steady, the &#039;Getting Started&#039; section are nearly all blue links now. Creation of the [[Recommended Metaphors]] page will be in long-term development as certain advanced Metaphors will take some time to figure out completely. &lt;br /&gt;
 &lt;br /&gt;
 With development of Level [[Progression|Progressions]], there will be a mechanic in place to give characters more meaningful level-up rewards aside from just gaining Attribute points. Likewise, when Progressions are used in a scenario, the amount of Attribute points gained per level will decrease to account for the extra benefits levels given. A Progression will basically make it easier to simulate things like Racial Traits/Ancestries and Class features.&lt;br /&gt;
 &lt;br /&gt;
 I am aiming to have the majority of pages created and up to date by the end of October. And no doubt there will be rounds of editorializing in order to make sure each page is consistent and coherent to the masses. I will update the main page with more news when it is gets closer to Beta-2 testing.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;18th September 2024&#039;&#039;&#039;&lt;br /&gt;
 The &#039;&#039;&#039;Metaforce Wiki&#039;&#039;&#039;, as well as the &#039;&#039;&#039;Metaforce System&#039;&#039;&#039; is under construction at the moment as preparations for Beta-2 are made. Pages are being written and tested to be mostly feature-complete before it can be pushed live. Beta-2 is a revision to the system from the Closed Beta and takes into account feedback and suggestions from the play-testers who engaged in testing back in May.&lt;br /&gt;
 &lt;br /&gt;
 So just fair warning, pages will be missing content (red links), the game will be ready for Beta-2 play when the page [[Game Mastery]] is created and completed. So keep an eye out for that!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Main_Page&amp;diff=508</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Main_Page&amp;diff=508"/>
		<updated>2026-02-09T12:46:49Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: First 2026 post&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background-color: rgba(0, 0, 0, 0.34); padding: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;small&amp;gt;[[File:mws150.png|25px]] Magic Window Studios presents&amp;lt;/small&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:MetaforceLogo.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;small&amp;gt;A Tabletop Roleplaying Game by &#039;&#039;&#039;AlienOvan&#039;&#039;&#039;&amp;lt;/small&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;big&amp;gt;Metaforce&amp;lt;/big&amp;gt;&#039;&#039;&#039; is a genre-agnostic, modular tabletop roleplaying system designed to allow a wide variety of game settings and scenarios while enabling players to build and customise their character’s powers, skills and abilities with numerically-backed scores known as [[Metaphor]]s. Fate-altering [[Meta Power]]s give players the power to survive even the most dangerous situations, allowing Game-Masters to run more intense scenarios without high risk of &amp;lt;abbr title=&amp;quot;Total Party Kill, TTRPG equivilant to a Game Over&amp;quot;&amp;gt;TPK&amp;lt;/abbr&amp;gt;. Metaforce uses &#039;&#039;&#039;d12s&#039;&#039;&#039; as the key die.&lt;br /&gt;
 &lt;br /&gt;
 The current build for Metaforce is &#039;&#039;&#039;BETA 2.22&#039;&#039;&#039;, expected to finalise major systems within the year 2026.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Wiki Navigation Tips&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;&#039;&#039;You can open up the search easily by tapping &amp;lt;code&amp;gt;&#039;&#039;&#039;/&#039;&#039;&#039;&amp;lt;/code&amp;gt; on desktop!&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To see older News posts, see [[News]]. And a list of changes to pages, can be found on the [[Special:RecentChanges|Recent Changes]] page.&amp;lt;/small&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
==Game/Wiki News==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;small&amp;gt;&#039;&#039;Written by AlienOvan&#039;&#039;&amp;lt;/small&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;9th February 2026&#039;&#039;&#039;&lt;br /&gt;
 In preparation of the 2026 Playtests, I&#039;ve updated the &#039;&#039;&#039;Character Sheet&#039;&#039;&#039; for the system, as well as a few progressions regarding [[Level]] ups. In order to keep a character&#039;s defensive stats relevant to increasing Skill and Magnitude increasing [[Metaphor]]s, level-ups give +1 Evasion (and Deflection), as well as increasing the character&#039;s Status Resist scores for their Core values. Metaphors like &#039;&#039;&#039;Fitness&#039;&#039;&#039; and &#039;&#039;&#039;Discipline-Will&#039;&#039;&#039; grant bonuses to &#039;&#039;&#039;Body and Mind cores&#039;&#039;&#039; respectively to help those who want to keep their special defenses high.&lt;br /&gt;
 &lt;br /&gt;
 Attribute Tiers have been properly &#039;&#039;&#039;depreciated&#039;&#039;&#039;, focus will mainly be on balancing the number stacks of Attributes, Metaphors and Metaphor Components. Characters who would otherwise be leagues more adept at an Attribute will now have proper &#039;&#039;&#039;Attribute property tags&#039;&#039;&#039; saying so. Attributes can be marked &#039;Proficient&#039; or &#039;Expertise&#039; to indicate universal Advantage states for species or individuals who get them.&lt;br /&gt;
 &lt;br /&gt;
 Other highlights include the introduction of &#039;&#039;&#039;Dashing&#039;&#039;&#039;: When your character spends no other actions other than movement, their speed for that [[Action Frame]] is increased by 2x. Now that [[Encounter]]s now only give characters &#039;&#039;&#039;2 Action Frames per turn&#039;&#039;&#039;, this roughly gives characters roughly the same movement speed options and action economy as they would in other popular games and systems.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Proficiency&#039;&#039;&#039; in a Attribute or Metaphor means a character rolls with Advantage when no other complication affects the difficulty of a check. But now &#039;&#039;&#039;Expertise&#039;&#039;&#039; has been formalised as &amp;quot;Treats the roll as being average or higher, rounded up&amp;quot;, meaning rolls with Expertise can transmute &#039;Roll 1&#039; disadvantages into the average of the die, which would be 6 for d12s.&lt;br /&gt;
&lt;br /&gt;
==Master Categories==&lt;br /&gt;
 For a full list of game mechanics, see [[:Category:Mechanics|Mechanics]]&lt;br /&gt;
==Getting Started==&lt;br /&gt;
 Before you start playing Metaforce, best to read up on the basic terms and concepts.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Character Creation]]&amp;lt;/code&amp;gt; A section to help new players start creating their first character.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Character Sheet]]&amp;lt;/code&amp;gt; Explains the Character sheet used to play Metaforce.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Race]]&amp;lt;/code&amp;gt; Explains the Race/Species articles and provides a list of them.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Attribute|Attributes]]&amp;lt;/code&amp;gt; A section explaining the six essential aspects of a characters capabilities.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Core Value]]&amp;lt;/code&amp;gt; A section explaining the three core stats that affect everything else, including resistances.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Meta Dice]]&amp;lt;/code&amp;gt; A section that covers the unique dice used in Metaphors, Attributes and more.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Metaphor]]&amp;lt;/code&amp;gt; A section that covers what Metaphors are used for and how values are assigned and used.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Recommended Metaphors]]&amp;lt;/code&amp;gt; A list containing Metaphors players would find helpful in most Metaforce games.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Level]]&amp;lt;/code&amp;gt; A section that goes over the importance of a character level, level-ups and progression.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Arc]]&amp;lt;/code&amp;gt; A section that explains the special features a character gains as they level up.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Experience]]&amp;lt;/code&amp;gt; A describing how Experience points (XP) are gained and used to progress a character.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[How To Play]]&amp;lt;/code&amp;gt; An explanation how games are run and what to do and when to do checks.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Debt]]&amp;lt;/code&amp;gt; Explains the concept of Experience Debt and Boosting (to modify progression).&lt;br /&gt;
&lt;br /&gt;
==Playing Metaforce==&lt;br /&gt;
 These concepts make more sense after understanding the basics, or might only be relevant after starting your first session.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Meta Point]]&amp;lt;/code&amp;gt; An important section that goes over Meta-Points (&#039;&#039;&#039;MP&#039;&#039;&#039;), a resource used in Meta Powers.&lt;br /&gt;
** &amp;lt;code&amp;gt;[[Meta Power]]&amp;lt;/code&amp;gt; Narrative interventions that enable players to influence the outcomes of their character&#039;s fate.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Equipment]]&amp;lt;/code&amp;gt; A section that covers how equippable and usable (consumable) items work, and how they can be modified or enhanced.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inventory]]&amp;lt;/code&amp;gt; A section that details the carry capacity and Inventory rules for characters.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Encounter]]&amp;lt;/code&amp;gt; An in-depth look on how combat and special scenarios work in a Metaforce game.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Action Frame]]s&amp;lt;/code&amp;gt; A break-down of what Action Frames are, how to use them in &#039;&#039;&#039;Encounters&#039;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Magnitude]]&amp;lt;/code&amp;gt; An explanation to how Status Conditions and &amp;lt;code&amp;gt;&#039;&#039;&#039;Magnitude&#039;&#039;&#039;&amp;lt;/code&amp;gt; work, and how they can be used to measure stamina and action costs.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Complication]]&amp;lt;/code&amp;gt; Describes the circumstances in which a character may lose advantage or suffer disadvantage during checks.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resistance]]&amp;lt;/code&amp;gt; Explains how the difference Resistance (and Anti-Resistance) properties function.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Size]]&amp;lt;/code&amp;gt; A section that goes over the effects of Size and various considerations to take involving gigantic or tiny creatures.&lt;br /&gt;
&lt;br /&gt;
===Game Mastery===&lt;br /&gt;
 For a full list of topics relating to running games, see [[:Category:Game Mastery|Game Mastery]]&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;; style=&amp;quot;text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
| width=50% |&lt;br /&gt;
===Modular Skills and Powers===&lt;br /&gt;
&amp;lt;code&amp;gt;[[Metaphor|Metaphors]]&amp;lt;/code&amp;gt; are skills, powers and abilities a character can use to defend themselves or gain an advantage within their environment throughout various campaigns and settings. The Game Master and Player should communicate to each other to create and design Metaphors that are appropriate to the campaign.&lt;br /&gt;
|&lt;br /&gt;
===Exploding Dice===&lt;br /&gt;
Dice with 12 sides (and sometimes other forms of die) can ‘explode’, allowing an additional die with the same number of sides to be rolled and added to the result upon rolling its highest value. Typically, &#039;&#039;&#039;Skill&#039;&#039;&#039;, &#039;&#039;&#039;ToHit&#039;&#039;&#039;, and &#039;&#039;&#039;Damage Dice&#039;&#039;&#039; can explode in this way.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
===Meta Dice===&lt;br /&gt;
&amp;lt;code&amp;gt;[[Meta Dice]]&amp;lt;/code&amp;gt; appear in Attributes and Metaphors with a value of +1 or greater. Starting at d4 and working up to d6, d8, d10 and d12. Meta-dice have a minimum number relative to the initial value of the Attribute/Metaphor, at its strongest, the d12 can&#039;t roll lower than a 5.&lt;br /&gt;
|&lt;br /&gt;
===Attributes / Core Values===&lt;br /&gt;
There are 6 &amp;lt;code&amp;gt;[[Attribute|Attributes]]&amp;lt;/code&amp;gt; (Strength, Endurance, Agility, Perception, Intellect, Charisma) that can be added to various checks, these Attributes contribute towards 3 &amp;lt;code&amp;gt;[[Core Value|Core Values]]&amp;lt;/code&amp;gt; (Body, Reflex, Mind) which govern a number of other stats including Health-Points (&amp;lt;code&amp;gt;HP&amp;lt;/code&amp;gt;), &amp;lt;code&amp;gt;[[Meta Point|Meta-Points]]&amp;lt;/code&amp;gt; (MP), Deflection and Evasion.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===Status Conditions and Magnitude===&lt;br /&gt;
&amp;lt;code&amp;gt;[[Status Point|Status Conditions]]&amp;lt;/code&amp;gt; affect characters in different ways, and even keep track of various resources they may have. &amp;lt;code&amp;gt;&#039;&#039;&#039;Magnitude&#039;&#039;&#039;&amp;lt;/code&amp;gt; is used to track conditions and if it exceeds a character&#039;s relevant Core Value, they may become affected by a condition.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===Size and Size-Rating===&lt;br /&gt;
&amp;lt;code&amp;gt;[[Size|Size Rating]]&amp;lt;/code&amp;gt; determines the physical size of a character or creature, scaling its statistics such as Max Health, Damage dealt, Reach, Move Speed and more. The rules and adjustments for size work the same for player characters and NPCs.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Magic&amp;diff=507</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Magic&amp;diff=507"/>
		<updated>2026-02-07T19:38:06Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: /* Known Cantrips &amp;amp; Spells */ Added mage hand&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Magic&#039;&#039;&#039; is a supernatural ability to manifest the impossible and manipulate reality through words and signs. It is a staple in most &#039;&#039;&#039;Fantasy&#039;&#039;&#039; worlds and settings. If a person is capable of wielding magic they are considered to be a kind of &#039;&#039;&#039;Spellcaster&#039;&#039;&#039;, and the use of magic for specific purposes are &#039;&#039;&#039;Spells&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Types of Spellcasters==&lt;br /&gt;
 Magic can be tapped into from a number of sources, the most common examples being:&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Wizardry&#039;&#039;&#039;&lt;br /&gt;
 The knowledge to use specific words, gestures and materials, or through the use of items, to cast spells. Often complex, &#039;&#039;&#039;Wizards&#039;&#039;&#039; rely on &#039;&#039;&#039;Intellect&#039;&#039;&#039; learn and recite these spells.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Sorcery&#039;&#039;&#039;&lt;br /&gt;
 An innate magical connection or bloodline allows the user to cast specific spells without prior knowledge or teachings. &#039;&#039;&#039;Sorcerers&#039;&#039;&#039; tend to invoke their spells with their &#039;&#039;&#039;Charisma&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Divinity&#039;&#039;&#039;&lt;br /&gt;
 An external source of magic through deific or supernatural origin (such as a personification of an intangible concept). The ability to cast is based on their connection to their source and so &#039;&#039;&#039;Perception&#039;&#039;&#039; becomes key to sense them.&lt;br /&gt;
&lt;br /&gt;
==Cantrips and Spells==&lt;br /&gt;
 Magic Spells are seperated in power levels known as &#039;&#039;&#039;Spell Levels&#039;&#039;&#039;. From 1 being the weakest and 5 being the strongest. And among them, Cantrips are separate from Levelled Spells in that they are initially weak but grow more powerful with their caster&#039;s level and have the lowest cost and effort to cast.&lt;br /&gt;
&lt;br /&gt;
====Cantrip====&lt;br /&gt;
 A Cantrip spell is easy enough to cast that it does not cause the caster to [[Exert]] as other special abilities would. Offensive, defensive and support Cantrips can be used by a caster to assist magically without draining them of stamina and energy.&lt;br /&gt;
 &lt;br /&gt;
 A Cantrip Spell will describe its effects at each character [[Level]], these spells grow more powerful as the caster &#039;&#039;&#039;levels up&#039;&#039;&#039;, and though they never truly surpass the power of Levelled Spells, Cantrips can stay relevant throughout a spellcaster&#039;s adventure.&lt;br /&gt;
&lt;br /&gt;
====Levelled Spell====&lt;br /&gt;
 A Levelled Spell, from 1 to 5, denotes the Spell&#039;s &#039;&#039;&#039;overall power&#039;&#039;&#039; and capability. 1 being the most conservative and practical and 5 being reality-manipulating and bending feats of Magic. Cantrips are also considered to be Level 0 for calculating Spell level amounts.&lt;br /&gt;
 &lt;br /&gt;
 To cast such spells, a Spellcaster can cast them by Exerting an amount equal to &#039;&#039;&#039;double&#039;&#039;&#039; the spell&#039;s level, unless they have &#039;&#039;&#039;Tapped Mana&#039;&#039;&#039; prior. Also unless otherwise specified, a spell takes a number of [[Action Frame]]s equal to the spell&#039;s level.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Converting from other Systems&#039;&#039;&#039;&lt;br /&gt;
 For TTRPG systems that also use spell levels, specifically &#039;&#039;&#039;0th to 9th&#039;&#039;&#039; scales, Metaforce condenses every two levels into 1.&lt;br /&gt;
 &lt;br /&gt;
 So 0th and 1st are &#039;&#039;&#039;Level 1&#039;&#039;&#039;,&lt;br /&gt;
 2nd and 3rd are &#039;&#039;&#039;Level 2&#039;&#039;&#039;,&lt;br /&gt;
 4th and 5th are &#039;&#039;&#039;Level 3&#039;&#039;&#039;,&lt;br /&gt;
 6th and 7th are &#039;&#039;&#039;Level 4&#039;&#039;&#039;,&lt;br /&gt;
 and 8th and 9th are &#039;&#039;&#039;Level 5&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Mana and Tapping Mana===&lt;br /&gt;
 Mana is a term used to describe the supernatural energy that fuels magical effects and spells. It is present in the air and the environment and can usually be siphoned and used by spellcasters when they cast spells. When Spellcasters &#039;Tap&#039; mana, they are drawing magic from their environment to help aid in spellcasting.&lt;br /&gt;
 &lt;br /&gt;
 The activity &#039;&#039;&#039;Tap Mana&#039;&#039;&#039; takes an Action-Frame to complete, and the mana stored can be used to help with the &#039;&#039;&#039;next spell they cast&#039;&#039;&#039;. If the mana is unused, it remains usable by the caster until the &#039;&#039;&#039;end of their next turn&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Benefit of Tapping Mana before casting&#039;&#039;&#039;&lt;br /&gt;
 Mana generally helps keep the Exert cost of spellcasting down, converting &#039;2x Spell level&#039; down to &#039;1x Spell Level&#039;. Using Tapped Mana can also &#039;&#039;&#039;reduce the time&#039;&#039;&#039; needed to cast a spell by &#039;&#039;&#039;one&#039;&#039;&#039; Action-Frame (to a minimum of one frame).&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Convoke Casting&#039;&#039;&#039;&lt;br /&gt;
 If multiple Spellcasters of the same principle are casting a spell at the same time, they can &#039;&#039;&#039;Convoke&#039;&#039;&#039; tapped mana to cast a single spell together. One spellcaster is designated as the &#039;&#039;&#039;Caster&#039;&#039;&#039; whereas the others are &#039;&#039;&#039;Convokers&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
 The Caster casts the spell and their Tapped Mana plus the tapped mana of other users are added together when casting. The Cast time is reduced by a further 1 Frame, and the Exert cost is reduced by 2 per convoker.&lt;br /&gt;
 &lt;br /&gt;
 To properly Convoke cast in an Encounter, the Convokers must be available with Tapped Mana and a &#039;&#039;&#039;Reaction&#039;&#039;&#039; to give their mana to the Caster on their turn.&lt;br /&gt;
&lt;br /&gt;
==Spell Design==&lt;br /&gt;
 &#039;&#039;&#039;Name, Type, and Properties&#039;&#039;&#039;&lt;br /&gt;
 Spells have names and a type of spell that they belong to, such as a school of magic. They also have properties which serve a &#039;&#039;&#039;tags&#039;&#039;&#039; of the kind of spell effects used. Some Metaphors and abilities care about specific types and properties of spells.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Spell Level&#039;&#039;&#039;&lt;br /&gt;
 If the Spell is not a Cantrip, it will be a Levelled Spell between 1 and 5. Spell level roughly estimates Spell Power and measures Exert cost and Casting time. &lt;br /&gt;
 &lt;br /&gt;
 Cast with tapped Mana to reduce Exert cost from &#039;&#039;&#039;Double to Normal&#039;&#039;&#039;, and reduce casting time by one Action-Frame (minimum 1).&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Range &amp;amp; Shape&#039;&#039;&#039;&lt;br /&gt;
 Cantrips and Spells may have varying distances they can target and affect things, some may not be able to use on others and instead are self-targeted. Some spells have varying target/areas of effect.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Self&#039;&#039;&#039;: This spell can only affect the caster.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Touch&#039;&#039;&#039;: This spell can affect anything the caster can physically touch or share space with, including themselves.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Distance&#039;&#039;&#039;: A numerical value in feet shows the distance the spell can target or reach. The spell description may have more information on whether it is the maximum range or other factors are at play.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Cone&#039;&#039;&#039;: Area of effect shaped like a 45 degree cone, paired with Distance to denote total area.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;AoE&#039;&#039;&#039;: &#039;Area of Effect&#039; shaped like a sphere (in height and radius) on a targeted entity or space, paired with distance to denote total area. AoE specifically affects a single point.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Aura&#039;&#039;&#039;: Functions like AoE, except the point of effect is linked to a creature or mobile feature. When the entity moves, the Aura moves with them.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Effect&#039;&#039;&#039;&lt;br /&gt;
 Describes the functions, duration and effects of the spell, including how the player character and targets may roll to successfully trigger effects. The caster may need to succeed a &#039;&#039;&#039;ToHit&#039;&#039;&#039; check to land a spell on a target, or the target may have to roll to [[Save]] against it.&lt;br /&gt;
 &lt;br /&gt;
 If the spell has a duration, it will be described. If it has damage, the amount and type will be listed.&lt;br /&gt;
&lt;br /&gt;
==Known Cantrips &amp;amp; Spells==&lt;br /&gt;
 Below is a list of available Cantrips and Spells that can be used in any game that allows Magic.&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Cantrips in Red do not have pages yet!&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
 [[Magic Missile]]: Guided projectile dealing Magic Damage. Ignores Evasion.&lt;br /&gt;
 [[Fire Bolt]]: Projectile dealing Fire damage on impact, can cause ignition and burning.&lt;br /&gt;
 [[Ray of Frost]]: Beam of cold damage on impact, can slow creatures and create ice sheets on surfaces.&lt;br /&gt;
 [[Shocking Grasp]]: Touch-range electrical jolt, dealing damage and stunning the target.&lt;br /&gt;
 [[Thunder Clap]]: Cone-shaped attack dealing Sonic damage, may deafen targets.&lt;br /&gt;
 [[Acid Splash]]: Douses target square and creature(s) inside with acid damage, may inflict Acid burn.&lt;br /&gt;
 [[Poison Burst]]: Pops acid over target square and creature(s) dealing poison damage, may inflict Poison (condition) on targets.&lt;br /&gt;
 [[Radiant Strike]]: Magically enhances unarmed strike or weapon strike, adding caster&#039;s spellcasting Attribute to ToHit and damage. Can use attack&#039;s original damage typing, Magic, or Holy damage.&lt;br /&gt;
 [[Heal]]: Cleanses a small amount of a target&#039;s Body-affecting negative conditions, bonus healing if it eases or cures conditions that inflict damage over time.&lt;br /&gt;
 [[Ward]]: Reduces ToHit and Magnitude of incoming attacks by a certain amount, stays active while concentrating.&lt;br /&gt;
 [[Prestidigitation]]: Multiple magical effects, generally not for combat but has its uses.&lt;br /&gt;
 [[Minor Illusion]]: Create an audible or visual effect with limited functionality. Has practical uses.&lt;br /&gt;
 [[Mage Hand]]: Creates a magical floating hand capable of emulating the caster&#039;s own hand.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Magic&amp;diff=506</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Magic&amp;diff=506"/>
		<updated>2026-02-03T18:06:48Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: Added cantrips&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Magic&#039;&#039;&#039; is a supernatural ability to manifest the impossible and manipulate reality through words and signs. It is a staple in most &#039;&#039;&#039;Fantasy&#039;&#039;&#039; worlds and settings. If a person is capable of wielding magic they are considered to be a kind of &#039;&#039;&#039;Spellcaster&#039;&#039;&#039;, and the use of magic for specific purposes are &#039;&#039;&#039;Spells&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Types of Spellcasters==&lt;br /&gt;
 Magic can be tapped into from a number of sources, the most common examples being:&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Wizardry&#039;&#039;&#039;&lt;br /&gt;
 The knowledge to use specific words, gestures and materials, or through the use of items, to cast spells. Often complex, &#039;&#039;&#039;Wizards&#039;&#039;&#039; rely on &#039;&#039;&#039;Intellect&#039;&#039;&#039; learn and recite these spells.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Sorcery&#039;&#039;&#039;&lt;br /&gt;
 An innate magical connection or bloodline allows the user to cast specific spells without prior knowledge or teachings. &#039;&#039;&#039;Sorcerers&#039;&#039;&#039; tend to invoke their spells with their &#039;&#039;&#039;Charisma&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Divinity&#039;&#039;&#039;&lt;br /&gt;
 An external source of magic through deific or supernatural origin (such as a personification of an intangible concept). The ability to cast is based on their connection to their source and so &#039;&#039;&#039;Perception&#039;&#039;&#039; becomes key to sense them.&lt;br /&gt;
&lt;br /&gt;
==Cantrips and Spells==&lt;br /&gt;
 Magic Spells are seperated in power levels known as &#039;&#039;&#039;Spell Levels&#039;&#039;&#039;. From 1 being the weakest and 5 being the strongest. And among them, Cantrips are separate from Levelled Spells in that they are initially weak but grow more powerful with their caster&#039;s level and have the lowest cost and effort to cast.&lt;br /&gt;
&lt;br /&gt;
====Cantrip====&lt;br /&gt;
 A Cantrip spell is easy enough to cast that it does not cause the caster to [[Exert]] as other special abilities would. Offensive, defensive and support Cantrips can be used by a caster to assist magically without draining them of stamina and energy.&lt;br /&gt;
 &lt;br /&gt;
 A Cantrip Spell will describe its effects at each character [[Level]], these spells grow more powerful as the caster &#039;&#039;&#039;levels up&#039;&#039;&#039;, and though they never truly surpass the power of Levelled Spells, Cantrips can stay relevant throughout a spellcaster&#039;s adventure.&lt;br /&gt;
&lt;br /&gt;
====Levelled Spell====&lt;br /&gt;
 A Levelled Spell, from 1 to 5, denotes the Spell&#039;s &#039;&#039;&#039;overall power&#039;&#039;&#039; and capability. 1 being the most conservative and practical and 5 being reality-manipulating and bending feats of Magic. Cantrips are also considered to be Level 0 for calculating Spell level amounts.&lt;br /&gt;
 &lt;br /&gt;
 To cast such spells, a Spellcaster can cast them by Exerting an amount equal to &#039;&#039;&#039;double&#039;&#039;&#039; the spell&#039;s level, unless they have &#039;&#039;&#039;Tapped Mana&#039;&#039;&#039; prior. Also unless otherwise specified, a spell takes a number of [[Action Frame]]s equal to the spell&#039;s level.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Converting from other Systems&#039;&#039;&#039;&lt;br /&gt;
 For TTRPG systems that also use spell levels, specifically &#039;&#039;&#039;0th to 9th&#039;&#039;&#039; scales, Metaforce condenses every two levels into 1.&lt;br /&gt;
 &lt;br /&gt;
 So 0th and 1st are &#039;&#039;&#039;Level 1&#039;&#039;&#039;,&lt;br /&gt;
 2nd and 3rd are &#039;&#039;&#039;Level 2&#039;&#039;&#039;,&lt;br /&gt;
 4th and 5th are &#039;&#039;&#039;Level 3&#039;&#039;&#039;,&lt;br /&gt;
 6th and 7th are &#039;&#039;&#039;Level 4&#039;&#039;&#039;,&lt;br /&gt;
 and 8th and 9th are &#039;&#039;&#039;Level 5&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Mana and Tapping Mana===&lt;br /&gt;
 Mana is a term used to describe the supernatural energy that fuels magical effects and spells. It is present in the air and the environment and can usually be siphoned and used by spellcasters when they cast spells. When Spellcasters &#039;Tap&#039; mana, they are drawing magic from their environment to help aid in spellcasting.&lt;br /&gt;
 &lt;br /&gt;
 The activity &#039;&#039;&#039;Tap Mana&#039;&#039;&#039; takes an Action-Frame to complete, and the mana stored can be used to help with the &#039;&#039;&#039;next spell they cast&#039;&#039;&#039;. If the mana is unused, it remains usable by the caster until the &#039;&#039;&#039;end of their next turn&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Benefit of Tapping Mana before casting&#039;&#039;&#039;&lt;br /&gt;
 Mana generally helps keep the Exert cost of spellcasting down, converting &#039;2x Spell level&#039; down to &#039;1x Spell Level&#039;. Using Tapped Mana can also &#039;&#039;&#039;reduce the time&#039;&#039;&#039; needed to cast a spell by &#039;&#039;&#039;one&#039;&#039;&#039; Action-Frame (to a minimum of one frame).&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Convoke Casting&#039;&#039;&#039;&lt;br /&gt;
 If multiple Spellcasters of the same principle are casting a spell at the same time, they can &#039;&#039;&#039;Convoke&#039;&#039;&#039; tapped mana to cast a single spell together. One spellcaster is designated as the &#039;&#039;&#039;Caster&#039;&#039;&#039; whereas the others are &#039;&#039;&#039;Convokers&#039;&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
 The Caster casts the spell and their Tapped Mana plus the tapped mana of other users are added together when casting. The Cast time is reduced by a further 1 Frame, and the Exert cost is reduced by 2 per convoker.&lt;br /&gt;
 &lt;br /&gt;
 To properly Convoke cast in an Encounter, the Convokers must be available with Tapped Mana and a &#039;&#039;&#039;Reaction&#039;&#039;&#039; to give their mana to the Caster on their turn.&lt;br /&gt;
&lt;br /&gt;
==Spell Design==&lt;br /&gt;
 &#039;&#039;&#039;Name, Type, and Properties&#039;&#039;&#039;&lt;br /&gt;
 Spells have names and a type of spell that they belong to, such as a school of magic. They also have properties which serve a &#039;&#039;&#039;tags&#039;&#039;&#039; of the kind of spell effects used. Some Metaphors and abilities care about specific types and properties of spells.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Spell Level&#039;&#039;&#039;&lt;br /&gt;
 If the Spell is not a Cantrip, it will be a Levelled Spell between 1 and 5. Spell level roughly estimates Spell Power and measures Exert cost and Casting time. &lt;br /&gt;
 &lt;br /&gt;
 Cast with tapped Mana to reduce Exert cost from &#039;&#039;&#039;Double to Normal&#039;&#039;&#039;, and reduce casting time by one Action-Frame (minimum 1).&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Range &amp;amp; Shape&#039;&#039;&#039;&lt;br /&gt;
 Cantrips and Spells may have varying distances they can target and affect things, some may not be able to use on others and instead are self-targeted. Some spells have varying target/areas of effect.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Self&#039;&#039;&#039;: This spell can only affect the caster.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Touch&#039;&#039;&#039;: This spell can affect anything the caster can physically touch or share space with, including themselves.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Distance&#039;&#039;&#039;: A numerical value in feet shows the distance the spell can target or reach. The spell description may have more information on whether it is the maximum range or other factors are at play.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Cone&#039;&#039;&#039;: Area of effect shaped like a 45 degree cone, paired with Distance to denote total area.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;AoE&#039;&#039;&#039;: &#039;Area of Effect&#039; shaped like a sphere (in height and radius) on a targeted entity or space, paired with distance to denote total area. AoE specifically affects a single point.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Aura&#039;&#039;&#039;: Functions like AoE, except the point of effect is linked to a creature or mobile feature. When the entity moves, the Aura moves with them.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Effect&#039;&#039;&#039;&lt;br /&gt;
 Describes the functions, duration and effects of the spell, including how the player character and targets may roll to successfully trigger effects. The caster may need to succeed a &#039;&#039;&#039;ToHit&#039;&#039;&#039; check to land a spell on a target, or the target may have to roll to [[Save]] against it.&lt;br /&gt;
 &lt;br /&gt;
 If the spell has a duration, it will be described. If it has damage, the amount and type will be listed.&lt;br /&gt;
&lt;br /&gt;
==Known Cantrips &amp;amp; Spells==&lt;br /&gt;
 Below is a list of available Cantrips and Spells that can be used in any game that allows Magic.&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Cantrips in Red do not have pages yet!&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
 [[Magic Missile]]: Guided projectile dealing Magic Damage. Ignores Evasion.&lt;br /&gt;
 [[Fire Bolt]]: Projectile dealing Fire damage on impact, can cause ignition and burning.&lt;br /&gt;
 [[Ray of Frost]]: Beam of cold damage on impact, can slow creatures and create ice sheets on surfaces.&lt;br /&gt;
 [[Shocking Grasp]]: Touch-range electrical jolt, dealing damage and stunning the target.&lt;br /&gt;
 [[Thunder Clap]]: Cone-shaped attack dealing Sonic damage, may deafen targets.&lt;br /&gt;
 [[Acid Splash]]: Douses target square and creature(s) inside with acid damage, may inflict Acid burn.&lt;br /&gt;
 [[Poison Burst]]: Pops acid over target square and creature(s) dealing poison damage, may inflict Poison (condition) on targets.&lt;br /&gt;
 [[Radiant Strike]]: Magically enhances unarmed strike or weapon strike, adding caster&#039;s spellcasting Attribute to ToHit and damage. Can use attack&#039;s original damage typing, Magic, or Holy damage.&lt;br /&gt;
 [[Heal]]: Cleanses a small amount of a target&#039;s Body-affecting negative conditions, bonus healing if it eases or cures conditions that inflict damage over time.&lt;br /&gt;
 [[Ward]]: Reduces ToHit and Magnitude of incoming attacks by a certain amount, stays active while concentrating.&lt;br /&gt;
 [[Prestidigitation]]: Multiple magical effects, generally not for combat but has its uses.&lt;br /&gt;
 [[Minor Illusion]]: Create an audible or visual effect with limited functionality. Has practical uses.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Odonghe&amp;diff=505</id>
		<title>Odonghe</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Odonghe&amp;diff=505"/>
		<updated>2026-02-01T17:42:22Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: Added conservative appetite and steppe appetite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:OdongheKey.webp|thumb|center|1200px|Front and back view of an Odonghe.]]&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
 The Odonghe are short, broad-bodied humanoids wrapped almost entirely in heavy, layered clothing that obscures their true form. Their proportions are squat and thick, with rounded torsos, short legs, and padded arms that give them a low, grounded silhouette. Little skin is visible beyond their faces and hands, and even these are often partially hidden beneath hoods, scarves, or thick gloves. At a glance, an Odonghe appears less like a person and more like a bundled shape moving with deliberate weight, as though their mass is greater than their size suggests.&lt;br /&gt;
 &lt;br /&gt;
 Their faces are pale, smooth, round skulls with minimal features, wide-set eyes, and an expression that seems perpetually neutral or distant. The eyes are often the most striking detail: large, glassy, and alert, watching from within folds of fabric and shadow. Their mouths and noses are small, understated, and give little indication of emotion, making it difficult to read intent from expression alone. This lends the Odonghe an unsettling calm, neither openly hostile nor welcoming, but quietly observant.&lt;br /&gt;
 &lt;br /&gt;
 Odonghe garments are uniformly practical and worn, stitched from thick cloth and leather in muted browns and grays. Their clothing hangs loose but layered, suggesting insulation, protection, or ritual concealment rather than fashion. Even when standing still, they feel heavy and rooted, their posture slightly hunched, arms held close to their bodies. When they gather in groups, the Odonghe appear almost uniform—figures of similar height and shape moving with quiet purpose, defined less by individuality and more by their collective presence.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
 &#039;&#039;&#039;Species Name&#039;&#039;&#039;: Odonghe (Odongh, Worm)&lt;br /&gt;
 &#039;&#039;&#039;[[Size]]&#039;&#039;&#039;: Medium (1), 5-9ft tall.&lt;br /&gt;
 &#039;&#039;&#039;Life-span&#039;&#039;&#039;: Unknown&lt;br /&gt;
 &#039;&#039;&#039;[[Sense]]s&#039;&#039;&#039;: Tremorsense 30ft (60ft), Dark-Vision.&lt;br /&gt;
 &#039;&#039;&#039;[[Speed]]&#039;&#039;&#039;: Land: &#039;&#039;&#039;15ft&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;abbr title=&amp;quot;Starting HP, plus HPLV times character level equals total HP&amp;quot;&amp;gt;Base HP &amp;amp; HPLV&amp;lt;/abbr&amp;gt;&#039;&#039;&#039;: 10 + 6&lt;br /&gt;
 &#039;&#039;&#039;Base MP &amp;amp; MPLV&#039;&#039;&#039;: 12 + 3&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
 &amp;lt;big&amp;gt;&#039;&#039;&#039;Superior Endurance&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 Odonghe characters start with &#039;&#039;&#039;+2 Endurance&#039;&#039;&#039;. They have &#039;&#039;&#039;Expertise&#039;&#039;&#039; in Endurance-based checks and saves and can &#039;&#039;&#039;take Average&#039;&#039;&#039; on any dice used in such check if it is lower (rounded up). They may also add their character level to Endurance-based checks and saves.&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;big&amp;gt;&#039;&#039;&#039;Exceptional Perception&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 Odonghe characters start with &#039;&#039;&#039;+2 Perception&#039;&#039;&#039;, They have &#039;&#039;&#039;Expertise&#039;&#039;&#039; in Perception-based checks and saves and can &#039;&#039;&#039;take average&#039;&#039;&#039; on any dice used in such checks if it is lower (rounded up).&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;big&amp;gt;&#039;&#039;&#039;Land Empathy&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 Odonghe have a deep connection to the land and earth, they are able to sense things that others can&#039;t. They have &#039;&#039;&#039;Tremorsense&#039;&#039;&#039; 30ft (imprecise up to 60ft), meaning they can detect things moving on and across solid surfaces and underground.&lt;br /&gt;
 &lt;br /&gt;
 They can detect the general aura and health of the nature around them, they know if something is harming it, and whether something is significantly affecting it. They can freely communicate with nature such as trees and plants as if it were a speaking, sentient being.&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;big&amp;gt;&#039;&#039;&#039;Disease Resistance&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 Odonghe have resistance to most non-special diseases and illnesses. When inflicted with status magnitudes from such conditions, they only take &#039;&#039;&#039;half&#039;&#039;&#039; the amount. If afflicted with a condition, they roll with Advantage on Saves against it.&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;big&amp;gt;&#039;&#039;&#039;Conservative Appetite&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 Odonghe only require half the amount of food and drink to survive and thrive. If they miss a day of tending to these needs, they only suffer the consequences after the &#039;&#039;&#039;2nd day&#039;&#039;&#039;. Starvation/Thirst accrues at only 1 point per day instead of 2.&lt;br /&gt;
&lt;br /&gt;
==Odonghe Arc==&lt;br /&gt;
 Odonghe characters can obtain Odonghe-specific features at &#039;&#039;&#039;1st, 2nd, and every even level&#039;&#039;&#039; beyond that. Players can pick which benefit they want in any order so long as they meet the conditions of the minimum level and any pre-requisites it may have.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Minimum Level&#039;&#039;&#039; || &#039;&#039;&#039;Pre-requisite&#039;&#039;&#039; || &#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || - || &#039;&#039;&#039;Herbalism Training&#039;&#039;&#039;&lt;br /&gt;
Gain the &#039;&#039;&#039;Nature&#039;&#039;&#039; Metaphor with, &amp;quot;A skill for recalling information about and handling flora and fauna.&amp;quot; at Rank 3. Add 1 Metaphor component named Herbalism with, &amp;quot;Bonus to Nature checks involving using and identifying plants and herbs.&amp;quot;, then add 2 more component ranks.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || - || &#039;&#039;&#039;Larceny Training&#039;&#039;&#039;&lt;br /&gt;
Gain the &#039;&#039;&#039;Larceny&#039;&#039;&#039; Metaphor with, &amp;quot;A skill for acts of crime, thievery and tampering with property.&amp;quot; at rank 3. Add 1 Metaphor component named Bypass with, &amp;quot;Bonus to Larceny checks to pick locks and bypass other mechanisms with available tools.&amp;quot;, then add 2 more component ranks.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || - || &#039;&#039;&#039;Brawler&#039;&#039;&#039;&lt;br /&gt;
The Odonghe&#039;s Unarmed Strike improves to deal 6 + d6 blunt damage (from 4 + d4). If they do not have an appropiate Metaphor for using unarmed strike, they gain the Brawl Metaphor with 2 ranks, plus 2 metaphor component ranks.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || - || &#039;&#039;&#039;Medical Training&#039;&#039;&#039;&lt;br /&gt;
Gain the &#039;&#039;&#039;Medicine&#039;&#039;&#039; Metaphor with, &amp;quot;A skill to diagnose and treat creatures for their diseases and injuries, and how to identify and apply medical supplies&amp;quot; with 3 ranks. Add 1 Metaphor component named Surgery with, &amp;quot;Bonus to Medicine checks to perform surgery and use surgical tools.&amp;quot;, add 2 more metaphor ranks.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &#039;&#039;&#039;Conservative Appetite&#039;&#039;&#039; || &#039;&#039;&#039;Steppe Appetite&#039;&#039;&#039;&lt;br /&gt;
The Odonghe gains additional benefits with, &amp;quot;The Odonghe only requires 1/16th the amount of food and drink that a normal humanoid does. Starvation/Thirst only accrues by 1 point per week without tending to their needs.&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;240px&amp;quot; heights=&amp;quot;300px&amp;quot;&amp;gt;&lt;br /&gt;
Odonghe01.webp|Lonely Odonghe in a foggy steppe.&lt;br /&gt;
Odonghe02.webp|Pale-skinned Odonghe.&lt;br /&gt;
Odonghe03.webp|Green-tinted Odonghe.&lt;br /&gt;
Odonghe04.webp|Odonghe by the water.&lt;br /&gt;
Odonghe05.webp|Two Odonghe conversing.&lt;br /&gt;
Odonghe06.webp|Odonghe presenting a heart to a traveller.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;The Odonghe race is a property from the Pathologic games. This content is used for entertainment purposes only, all rights reserved.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
[[Category:Races]] [[Category:3rd Party]]&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=Odonghe&amp;diff=504</id>
		<title>Odonghe</title>
		<link rel="alternate" type="text/html" href="https://metaforce.magicwindowstudios.com/wiki/index.php?title=Odonghe&amp;diff=504"/>
		<updated>2026-02-01T17:06:59Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: Created Odonghe race&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:OdongheKey.webp|thumb|center|1200px|Front and back view of an Odonghe.]]&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
 The Odonghe are short, broad-bodied humanoids wrapped almost entirely in heavy, layered clothing that obscures their true form. Their proportions are squat and thick, with rounded torsos, short legs, and padded arms that give them a low, grounded silhouette. Little skin is visible beyond their faces and hands, and even these are often partially hidden beneath hoods, scarves, or thick gloves. At a glance, an Odonghe appears less like a person and more like a bundled shape moving with deliberate weight, as though their mass is greater than their size suggests.&lt;br /&gt;
 &lt;br /&gt;
 Their faces are pale, smooth, round skulls with minimal features, wide-set eyes, and an expression that seems perpetually neutral or distant. The eyes are often the most striking detail: large, glassy, and alert, watching from within folds of fabric and shadow. Their mouths and noses are small, understated, and give little indication of emotion, making it difficult to read intent from expression alone. This lends the Odonghe an unsettling calm, neither openly hostile nor welcoming, but quietly observant.&lt;br /&gt;
 &lt;br /&gt;
 Odonghe garments are uniformly practical and worn, stitched from thick cloth and leather in muted browns and grays. Their clothing hangs loose but layered, suggesting insulation, protection, or ritual concealment rather than fashion. Even when standing still, they feel heavy and rooted, their posture slightly hunched, arms held close to their bodies. When they gather in groups, the Odonghe appear almost uniform—figures of similar height and shape moving with quiet purpose, defined less by individuality and more by their collective presence.&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
 &#039;&#039;&#039;Species Name&#039;&#039;&#039;: Odonghe (Odongh, Worm)&lt;br /&gt;
 &#039;&#039;&#039;[[Size]]&#039;&#039;&#039;: Medium (1), 5-9ft tall.&lt;br /&gt;
 &#039;&#039;&#039;Life-span&#039;&#039;&#039;: Unknown&lt;br /&gt;
 &#039;&#039;&#039;[[Sense]]s&#039;&#039;&#039;: Tremorsense 30ft (60ft), Dark-Vision.&lt;br /&gt;
 &#039;&#039;&#039;[[Speed]]&#039;&#039;&#039;: Land: &#039;&#039;&#039;15ft&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;&amp;lt;abbr title=&amp;quot;Starting HP, plus HPLV times character level equals total HP&amp;quot;&amp;gt;Base HP &amp;amp; HPLV&amp;lt;/abbr&amp;gt;&#039;&#039;&#039;: 10 + 6&lt;br /&gt;
 &#039;&#039;&#039;Base MP &amp;amp; MPLV&#039;&#039;&#039;: 12 + 3&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
 &amp;lt;big&amp;gt;&#039;&#039;&#039;Superior Endurance&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 Odonghe characters start with &#039;&#039;&#039;+2 Endurance&#039;&#039;&#039;. They have &#039;&#039;&#039;Expertise&#039;&#039;&#039; in Endurance-based checks and saves and can &#039;&#039;&#039;take Average&#039;&#039;&#039; on any dice used in such check if it is lower (rounded up). They may also add their character level to Endurance-based checks and saves.&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;big&amp;gt;&#039;&#039;&#039;Exceptional Perception&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 Odonghe characters start with &#039;&#039;&#039;+2 Perception&#039;&#039;&#039;, They have &#039;&#039;&#039;Expertise&#039;&#039;&#039; in Perception-based checks and saves and can &#039;&#039;&#039;take average&#039;&#039;&#039; on any dice used in such checks if it is lower (rounded up).&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;big&amp;gt;&#039;&#039;&#039;Land Empathy&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 Odonghe have a deep connection to the land and earth, they are able to sense things that others can&#039;t. They have &#039;&#039;&#039;Tremorsense&#039;&#039;&#039; 30ft (imprecise up to 60ft), meaning they can detect things moving on and across solid surfaces and underground.&lt;br /&gt;
 &lt;br /&gt;
 They can detect the general aura and health of the nature around them, they know if something is harming it, and whether something is significantly affecting it. They can freely communicate with nature such as trees and plants as if it were a speaking, sentient being.&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;big&amp;gt;&#039;&#039;&#039;Disease Resistance&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
 Odonghe have resistance to most non-special diseases and illnesses. When inflicted with status magnitudes from such conditions, they only take &#039;&#039;&#039;half&#039;&#039;&#039; the amount. If afflicted with a condition, they roll with Advantage on Saves against it.&lt;br /&gt;
&lt;br /&gt;
==Odonghe Arc==&lt;br /&gt;
 Odonghe characters can obtain Odonghe-specific features at &#039;&#039;&#039;1st, 2nd, and every even level&#039;&#039;&#039; beyond that. Players can pick which benefit they want in any order so long as they meet the conditions of the minimum level and any pre-requisites it may have.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Minimum Level&#039;&#039;&#039; || &#039;&#039;&#039;Pre-requisite&#039;&#039;&#039; || &#039;&#039;&#039;Feature&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || - || &#039;&#039;&#039;Herbalism Training&#039;&#039;&#039;&lt;br /&gt;
Gain the &#039;&#039;&#039;Nature&#039;&#039;&#039; Metaphor with, &amp;quot;A skill for recalling information about and handling flora and fauna.&amp;quot; at Rank 3. Add 1 Metaphor component named Herbalism with, &amp;quot;Bonus to Nature checks involving using and identifying plants and herbs.&amp;quot;, then add 2 more component ranks.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || - || &#039;&#039;&#039;Larceny Training&#039;&#039;&#039;&lt;br /&gt;
Gain the &#039;&#039;&#039;Larceny&#039;&#039;&#039; Metaphor with, &amp;quot;A skill for acts of crime, thievery and tampering with property.&amp;quot; at rank 3. Add 1 Metaphor component named Bypass with, &amp;quot;Bonus to Larceny checks to pick locks and bypass other mechanisms with available tools.&amp;quot;, then add 2 more component ranks.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || - || &#039;&#039;&#039;Brawler&#039;&#039;&#039;&lt;br /&gt;
The Odonghe&#039;s Unarmed Strike improves to deal 6 + d6 blunt damage (from 4 + d4). If they do not have an appropiate Metaphor for using unarmed strike, they gain the Brawl Metaphor with 2 ranks, plus 2 metaphor component ranks.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || - || &#039;&#039;&#039;Medical Training&#039;&#039;&#039;&lt;br /&gt;
Gain the &#039;&#039;&#039;Medicine&#039;&#039;&#039; Metaphor with, &amp;quot;A skill to diagnose and treat creatures for their diseases and injuries, and how to identify and apply medical supplies&amp;quot; with 3 ranks. Add 1 Metaphor component named Surgery with, &amp;quot;Bonus to Medicine checks to perform surgery and use surgical tools.&amp;quot;, add 2 more metaphor ranks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;240px&amp;quot; heights=&amp;quot;300px&amp;quot;&amp;gt;&lt;br /&gt;
Odonghe01.webp|Lonely Odonghe in a foggy steppe.&lt;br /&gt;
Odonghe02.webp|Pale-skinned Odonghe.&lt;br /&gt;
Odonghe03.webp|Green-tinted Odonghe.&lt;br /&gt;
Odonghe04.webp|Odonghe by the water.&lt;br /&gt;
Odonghe05.webp|Two Odonghe conversing.&lt;br /&gt;
Odonghe06.webp|Odonghe presenting a heart to a traveller.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;The Odonghe race is a property from the Pathologic games. This content is used for entertainment purposes only, all rights reserved.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
[[Category:Races]] [[Category:3rd Party]]&lt;/div&gt;</summary>
		<author><name>AlienOvan</name></author>
	</entry>
	<entry>
		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=File:Odonghe06.webp&amp;diff=503</id>
		<title>File:Odonghe06.webp</title>
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		<updated>2026-02-01T16:08:24Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: &lt;/p&gt;
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		<author><name>AlienOvan</name></author>
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		<id>https://metaforce.magicwindowstudios.com/wiki/index.php?title=File:Odonghe05.webp&amp;diff=502</id>
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		<updated>2026-02-01T16:07:34Z</updated>

		<summary type="html">&lt;p&gt;AlienOvan: &lt;/p&gt;
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		<author><name>AlienOvan</name></author>
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