This section will explain the basics of Metaforce gameplay and the types of Encounters 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. Players should use a 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. Once the player has filled in the Attributes, Metaphors, Arc features, Items and Equipment for their character with the Game-Master's guidance the character should be playable. 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 ultimate authority over how and what rules are applied in their game.
Types of Checks
Skill Check
ASkill Checkis 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: [ d12 + Attribute Bonus + Metaphor Bonuses ] Skill checks have aTarget-Number(TN) which the player must meet or exceed in order to be considered 'Successful', or 'Pass the check'. 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. If the character's Passive skill TN is equal or higher than the check required, then they don't need to roll, they automatically succeed. Attribute/Improvised Check 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: [ d12 + Attribute bonus ] Normally this would just be the flat, linear bonus shown on their character sheet. However if the character Exerts 1, they can boost this Attribute bonus into a Attribute die instead. Up to a md12 at rank 5, or multiple md12s at rank 6 and above.
ToHit Check
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's defenses. Attacks that require accuracy (ToHit) need to equal or exceed the target's Evasion in order to 'touch' them with an attack. But to deal the full amount of damage and effects they must exceed the target's Deflection as well. For Evasion, the character must roll at least equal to or greater than the target's Evasion to even affect them, else they will avoid the attack harmlessly. For Deflection, the character must roll higher than the foe's Deflection or some damage/effects will be lessened by a varying amount.
Explosive Dice (Critical Effect)
A feature built into every native d12 rolled in a Skill or ToHit check is that the die will 'explode' when rolling its highest value. This means rolling a 12 on these dice will result in a Meta-d12 being rolled and added to the result as a Versatile Bonus. If the check was rolled with Advantage, then the value of the other die is added to the result and treated as a Meta-d12 instead. Only Non-meta die/dice may have the explosive property, therefore created Meta-dice from a critical can't explode again even when rolling their highest result.
Weapon/Attack Bonus Die
Weapons will often have a base damage and an associated Bonus die, these together usually make the full damage of a weapon's attack. When using special attacks, this Bonus die can also be used to inflict various 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.
Modes of Play
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.
Roleplay / Exploration
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'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. Roleplay and Exploration scenes are also where most Skill checks 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't required to call checks for optional events. In short: Roleplay and Exploration is about problem-solving and using whatever is around you to your advantage. You can ask the Game-Master questions if you're unsure of anything and what options you have beyond the basic description. You can even simply tell the Game-Master you don't know what to do next, and they should advance the story (so long as you are willing to go along for the ride).
Combat / Encounter
In games that feature the concept, conflict 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 rounds of time (approximately 6 seconds each). For more information about how Combat rounds transpire, look over at the Encounter article for deeper instructions.
Downtime / Rest
Downtime and Rest 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.
For more specific information on Short and Long Rests, see Rest.