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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=== | ===Playing Metaforce=== | ||
Revision as of 04:04, 16 May 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 May 2025 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't normally. Additionally, Level has been updated to feature a new Level Investment approach to levelling up. Whereby a character can'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.
22nd February 2025 It'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 'Time-Frame' system wherein your actions aren'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. 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. 8th March 2025 (Addendum) It's now officially referred to as Action Frames. This will replace Action-Sequences with Optimise Action, 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.
Chapters
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.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.Status PointAn 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.SizeA 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.
Rules to RememberA section that covers regularly occurring rulings that can be used to help Players and Game-Masters resolve issues.Game MasteryA section for managing Metaforce games more effectively, rulings and guides for Game-Masters and Players alike.
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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