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'''<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>. | '''<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>. | ||
==Game/Wiki News (from AlienOvan)== | ==Game/Wiki News (from AlienOvan)== | ||
''' | '''14th December 2025''' | ||
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. | |||
But in other news, I am in the process of creating '''Definition Articles''', 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't have to be filled up with them either. | |||
'''9th December 2025''' | |||
It'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. | |||
I | As far as game-mechanic news. I have reworked [[Meta Point]]s so that determining a character' 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 'lowest of three core values' complicating things. In addition, it is now possible to spend [[Experience]] points to increase one'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). | ||
Now that the site is easier to read for long periods of time, I'll be able to continue working eagerly to set up testing Beta 2.2. | |||
== | To see older News posts, see [[News]]. | ||
==Master Categories== | |||
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. | ||
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* <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== | |||
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> | * <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>[[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 | * <code>[[Action Frame]]s</code> A break-down of what Action Frames are, how to use them in '''Encounters'''. | ||
* <code>[[ | * <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. | ||
=== | ===Game Mastery=== | ||
For a full list of topics relating to running games, see [[:Category:Game Mastery|Game Mastery]] | |||
==Features== | ==Features== | ||
Latest revision as of 05:19, 24 December 2025

Metaforce 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 Metaphors.
Game/Wiki News (from AlienOvan)
14th December 2025 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. But in other news, I am in the process of creating Definition Articles, 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't have to be filled up with them either.
9th December 2025 It'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. As far as game-mechanic news. I have reworked Meta Points so that determining a character' 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 'lowest of three core values' complicating things. In addition, it is now possible to spend Experience points to increase one'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). Now that the site is easier to read for long periods of time, I'll be able to continue working eagerly to set up testing Beta 2.2.
To see older News posts, see News.
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 CreationA section to help new players start creating their first character.Character SheetExplains the Character sheet used to play Metaforce.RaceExplains the Race/Species articles and provides a list of them.AttributesA section explaining the six essential aspects of a characters capabilities.Core ValueA section explaining the three core stats that affect everything else, including resistances.Meta DiceA section that covers the unique dice used in Metaphors, Attributes and more.MetaphorA section that covers what Metaphors are used for and how values are assigned and used.Recommended MetaphorsA list containing Metaphors players would find helpful in most Metaforce games.LevelA section that goes over the importance of a character level, level-ups and progression.ProgressionA section that goes into depth Racial Traits and Class structures for characters.ExperienceA describing how Experience points (XP) are gained and used to progress a character.How To PlayAn explanation how games are run and what to do and when to do checks.DebtExplains 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 PointAn important section that goes over Meta-Points (MP) and theMeta-Abilitiesthat use it to influence games on the player level.EquipmentA section that covers how equippable and usable (consumable) items work, and how they can be modified or enhanced.InventoryA section that details the carry capacity and Inventory rules for characters.EncounterAn in-depth look on how combat and special scenarios work in a Metaforce game.Action FramesA break-down of what Action Frames are, how to use them in Encounters.MagnitudeAn explanation to how Status Conditions andMagnitudework, and how they can be used to measure stamina and action costs.ComplicationDescribes the circumstances in which a character may lose advantage or suffer disadvantage during checks.ResistanceExplains how the difference Resistance (and Anti-Resistance) properties function.SizeA section that goes over the effects of Size and various considerations to take involving gigantic or tiny creatures.
Game Mastery
For a full list of topics relating to running games, see Game Mastery
Features
Modular Skills and Powers
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Exploding DiceDice 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
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Attributes / Core ValuesThere are 6 |
Status Conditions and Magnitude
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Size and Size-Rating
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