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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
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Game/Wiki News (from AlienOvan)
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.
21st December 2024 Recently the Metaphor page had been updated to include a clean-up of the terminology used to describe how Metaphors are made, also now Sub-Abilities are not created for free when the Metaphor Ability is improved. It should now mean that Sub-Abilities can be purchased with experience points independently of the Metaphor ability. Dice-Base Bonuses cost double the experience that fixed bonuses do, and Action-Sequences can also be made in 3-for-1 grouping instead of just 2-for-1. I'll be going over the pages once more to keep the rulings and pages up to date. Beta-2 testing is now on hold to ensure the wiki is up to the task of being a definitive resource.
2nd November 2024 Development stalled for about a week due to real-life commitments, however a good deal of the base rules and content have been created now and the state of the game is looking good after October. November shall be a time to put some Beta-2 content into practice. Still, there is no rush, continuous iterations will be made to ensure each page is coherent and informative. There may also be a chance that Metaphors will get a small change to the way that Sub-Abilities are acquired. Normally Sub-Abilities are gained at the same time as one improves the Metaphor's ability, but perhaps that could change. We'll see.
Chapters
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.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.Progression
A section that goes into depth Racial Traits and Class structures for characters.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.
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) and theMeta-Abilities
that use it to influence games on the player level.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.Status Point
An explanation to how Status Conditions andMagnitude
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.Size
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.
Rules to Remember
A section that covers regularly occurring rulings that can be used to help Players and Game-Masters resolve issues.Game Mastery
A 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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