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<center><small>[[File:mws150.png|25px]] Magic Window Studios presents</small></center>
  '''<big>Metaforce</big>''' is a d12 genre-agnostic framework 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 <code>Metaphors</code>.
[[File:MetaforceLogo.png|center]]
<center><small>A Tabletop Roleplaying Game by '''AlienOvan'''</small></center>
  '''<big>Metaforce</big>''' 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 <abbr title="Total Party Kill, TTRPG equivilant to a Game Over">TPK</abbr>. Metaforce uses '''d12s''' as the key die.
The current build for Metaforce is '''BETA 2.22''', expected to finalise major systems within the year 2026.


==Game/Wiki News (from AlienOvan)==
<center>'''Wiki Navigation Tips'''<br><small>''You can open up the search easily by tapping <code>'''/'''</code> on desktop!''<br>
'''30th September 2024'''
 
Progression of the Wiki is slow but steady, the 'Getting Started' 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.  
To see older News posts, see [[News]]. And a list of changes to pages, can be found on the [[Special:RecentChanges|Recent Changes]] page.</small></center>
   
==Game/Wiki News==
  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.
<center><small>''Written by AlienOvan''</small></center>
  '''12th March 2026''' - '''Saves and oh there's headlines now'''
  A few updates to Metaforce after preliminary playtesting has vastly improved the '''Character Sheet''', 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.
   
   
  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.
  Status Defence is now ToHit based, meaning Status magnitudes rolled target a character'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.
 
'''18th September 2024'''
The '''Metaforce Wiki''', as well as the '''Metaforce System''' 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.
   
   
  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!
  My primary focus aside from setting up playtest scenarios is to get the '''odds and numbers right'''. So that the chances to hit or affect things isn'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.


==Chapters==
==Master Categories==
===Getting Started===
For a full list of game mechanics, see [[:Category:Mechanics|Mechanics]]
==Getting Started==
  Before you start playing Metaforce, best to read up on the basic terms and concepts.
  Before you start playing Metaforce, best to read up on the basic terms and concepts.


* <code>[[Character Creation]]</code> A section to help new players start creating their first character.
* <code>[[Character Creation]]</code> A section to help new players start creating their first character.
* <code>[[Character Sheet]]</code> Explains the Character sheet used to play Metaforce.
* <code>[[Character Sheet]]</code> Explains the Character sheet used to play Metaforce.
* <code>[[Race]]</code> Explains the Race/Species articles and provides a list of them.
* <code>[[Attribute|Attributes]]</code> A section explaining the six essential aspects of a characters capabilities.
* <code>[[Attribute|Attributes]]</code> A section explaining the six essential aspects of a characters capabilities.
* <code>[[Core Value]]</code> A section explaining the three core stats that affect everything else, including resistances.
* <code>[[Core Value]]</code> A section explaining the three core stats that affect everything else, including resistances.
* <code>[[Meta Dice]]</code> A section that covers the unique dice used in Metaphors, Attributes and more.
* <code>[[Metaphor]]</code> A section that covers what Metaphors are used for and how values are assigned and used.
* <code>[[Metaphor]]</code> A section that covers what Metaphors are used for and how values are assigned and used.
* <code>[[Recommended Metaphors]]</code> A list containing Metaphors players would find helpful in most Metaforce games.
* <code>[[Recommended Metaphors]]</code> A list containing Metaphors players would find helpful in most Metaforce games.
* <code>[[Level]]</code> A section that goes over the importance of a character level, level-ups and progression.
* <code>[[Level]]</code> A section that goes over the importance of a character level, level-ups and progression.
* <code>[[Progression]]</code> A section that goes into depth Racial Traits and Class structures for characters.
* <code>[[Arc]]</code> A section that explains the special features a character gains as they level up.
* <code>[[Experience]]</code> A describing how Experience points (XP) are gained and used to progress a character.
* <code>[[Experience]]</code> A describing how Experience points (XP) are gained and used to progress a character.
* <code>[[How To Play]]</code> An explanation how games are run and what to do and when to do checks.
* <code>[[How To Play]]</code> An explanation how games are run and what to do and when to do checks.
* <code>[[Debt]]</code> Explains the concept of Experience Debt and Boosting (to modify progression).


===Playing Metaforce===
==Playing Metaforce==
  These concepts make more sense after understanding the basics, or might only be relevant after starting your first session.
  These concepts make more sense after understanding the basics, or might only be relevant after starting your first session.
* <code>[[Meta Point]]</code> An important section that goes over Meta-Points ('''MP''') and the <code>'''Meta-Abilities'''</code> that use it to influence games on the player level.
* <code>[[Meta Point]]</code> An important section that goes over Meta-Points ('''MP'''), a resource used in Meta Powers.
** <code>[[Meta Power]]</code> Narrative interventions that enable players to influence the outcomes of their character's fate.
* <code>[[Equipment]]</code> A section that covers how equippable and usable (consumable) items work, and how they can be modified or enhanced.
* <code>[[Equipment]]</code> A section that covers how equippable and usable (consumable) items work, and how they can be modified or enhanced.
* <code>[[Inventory]]</code> A section that details the carry capacity and Inventory rules for characters.
* <code>[[Encounter]]</code> An in-depth look on how combat and special scenarios work in a Metaforce game.
* <code>[[Encounter]]</code> An in-depth look on how combat and special scenarios work in a Metaforce game.
* <code>[[Action Point]]s</code> A break-down of what Action Points are, how they're used and how to use them in '''Action-Sequences'''.
* <code>[[Action Frame]]s</code> A break-down of what Action Frames are, how to use them in '''Encounters'''.
* <code>[[Status Point]]</code> An explanation to how Status Conditions and <code>'''Magnitude'''</code> work, and how they can be used to measure stamina and action costs.
* <code>[[Magnitude]]</code> An explanation to how Status Conditions and <code>'''Magnitude'''</code> work, and how they can be used to measure stamina and action costs.
* <code>[[Complication]]</code> Describes the circumstances in which a character may lose advantage or suffer disadvantage during checks.
* <code>[[Resistance]]</code> Explains how the difference Resistance (and Anti-Resistance) properties function.
* <code>[[Size]]</code> A section that goes over the effects of Size and various considerations to take involving gigantic or tiny creatures.
* <code>[[Size]]</code> A section that goes over the effects of Size and various considerations to take involving gigantic or tiny creatures.
===Advice & Insight===
Everything else that isn't required or is supplementary to the core experience will be listed here. Take some time to grasp the more nuanced aspects of the Metaforce system.
* <code>[[Rules to Remember]]</code> A section that covers regularly occurring rulings that can be used to help Players and Game-Masters resolve issues.
* <code>[[Game Mastery]]</code> A section for managing Metaforce games more effectively, rulings and guides for Game-Masters and Players alike.


==Features==
==Features==
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Latest revision as of 17:29, 11 March 2026

Magic Window Studios presents
A Tabletop Roleplaying Game by AlienOvan
Metaforce 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 Metaphors. Fate-altering Meta Powers give players the power to survive even the most dangerous situations, allowing Game-Masters to run more intense scenarios without high risk of TPK. Metaforce uses d12s as the key die.

The current build for Metaforce is BETA 2.22, expected to finalise major systems within the year 2026.
Wiki Navigation Tips
You can open up the search easily by tapping / on desktop!
To see older News posts, see News. And a list of changes to pages, can be found on the Recent Changes page.

Game/Wiki News

Written by AlienOvan
12th March 2026 - Saves and oh there's headlines now
A few updates to Metaforce after preliminary playtesting has vastly improved the Character Sheet, 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.

Status Defence is now ToHit based, meaning Status magnitudes rolled target a character's Body, Reflex, or Mind Defence and if they meet or beat the score, the target is affected with the same magnitude. Saves can trigger which gives the character a chance to half or negate the condition based on their result.

My primary focus aside from setting up playtest scenarios is to get the odds and numbers right. So that the chances to hit or affect things isn'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.

Master Categories

For a full list of game mechanics, see Mechanics

Getting Started

Before you start playing Metaforce, best to read up on the basic terms and concepts.
  • Character Creation A section to help new players start creating their first character.
  • Character Sheet Explains the Character sheet used to play Metaforce.
  • Race Explains the Race/Species articles and provides a list of them.
  • Attributes A section explaining the six essential aspects of a characters capabilities.
  • Core Value A section explaining the three core stats that affect everything else, including resistances.
  • Meta Dice A section that covers the unique dice used in Metaphors, Attributes and more.
  • Metaphor A section that covers what Metaphors are used for and how values are assigned and used.
  • Recommended Metaphors A list containing Metaphors players would find helpful in most Metaforce games.
  • Level A section that goes over the importance of a character level, level-ups and progression.
  • Arc A section that explains the special features a character gains as they level up.
  • Experience A describing how Experience points (XP) are gained and used to progress a character.
  • How To Play An explanation how games are run and what to do and when to do checks.
  • Debt Explains the concept of Experience Debt and Boosting (to modify progression).

Playing Metaforce

These concepts make more sense after understanding the basics, or might only be relevant after starting your first session.
  • Meta Point An important section that goes over Meta-Points (MP), a resource used in Meta Powers.
    • Meta Power Narrative interventions that enable players to influence the outcomes of their character's fate.
  • Equipment A section that covers how equippable and usable (consumable) items work, and how they can be modified or enhanced.
  • Inventory A section that details the carry capacity and Inventory rules for characters.
  • Encounter An in-depth look on how combat and special scenarios work in a Metaforce game.
  • Action Frames A break-down of what Action Frames are, how to use them in Encounters.
  • Magnitude An explanation to how Status Conditions and Magnitude work, and how they can be used to measure stamina and action costs.
  • Complication Describes the circumstances in which a character may lose advantage or suffer disadvantage during checks.
  • Resistance Explains how the difference Resistance (and Anti-Resistance) properties function.
  • Size A section that goes over the effects of Size and various considerations to take involving gigantic or tiny creatures.

Features

Modular Skills and Powers

Metaphors 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.

Exploding Dice

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, Skill, ToHit, and Damage Dice can explode in this way.

Meta Dice

Meta Dice 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't roll lower than a 5.

Attributes / Core Values

There are 6 Attributes (Strength, Endurance, Agility, Perception, Intellect, Charisma) that can be added to various checks, these Attributes contribute towards 3 Core Values (Body, Reflex, Mind) which govern a number of other stats including Health-Points (HP), Meta-Points (MP), Deflection and Evasion.

Status Conditions and Magnitude

Status Conditions affect characters in different ways, and even keep track of various resources they may have. Magnitude is used to track conditions and if it exceeds a character's relevant Core Value, they may become affected by a condition.

Size and Size-Rating

Size Rating 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.