28 December 2018

Metatoy System: Equipments


Weapon Room taken from Adventure Time

CURRENCY
To simplify the currency we use GOLD (or G). You can change it to other name depending on the setting i.e. CREDITS for sci fi, SCRAPS for post apocalypse, DOLLAR for modern, etc.

taken from real Money Protector

PRICE LIST
Below are list of suggested item and their average price.

Common item such as backpack, belt pouch, clothing, light weapon, ration, shield, torches (1 to 5G)

Uncommon item such as medium armour, large shield, medium weapon (5 to10G)

Rare item such as jewellery, heavy weapon, heavy armour, tablet computer, vehicle parts (10 to 25G)


DURABILITY ROLL
Item doesn’t last forever. Every item has Durability score rated 0 to 5, 0 being destroyed or completely drained and 5 being durable and in tiptop shape. Usually most item has durability score of 3. To keep track of durability, we use Durability Roll which is similar to Action Roll (see Action Roll). The frequency of the Durability Rolls depends on your GM varying from one every encounter when the item is used, to once every adventure.

ARMOUR
Heavy Armour and Large Shield gives Disadvantage roll on Agility, as long as he’s wearing it. DR (Damage Reduction). Most Armour have Durability of 3.

Light
Armour
Heavy clothing, leather garment, coat
+1 DEF
Medium
Armour
Tactic armour, armour worn by mercenaries or guard
+2 DEF
Heavy
Armour
Military grade armour, bulky
+3 DEF
Shield

DR 1
Large Shield

DR 2

MELEE WEAPON DAMAGE
Weapon are categorized into 3 categories: small, medium and heavy. All melee weapon can only be used in Close distance.

Unarmed
Fist, Kick
1d3
Light
Brass knuckles, knives, short sword, hand axes
1d6-1
Medium
Axes, long swords, maces, warhammers, short spears
1d6
Heavy
Claymores, battles axes, halberds, spears, mauls
1d6+1

RANGE WEAPON DAMAGE

Small
Revolvers, pistols, hand crossbows
Short range
1d6-1
Medium
Heavy pistols, semi-auto, bows, crossbows
Medium range
1d6
Heavy
Rifles, shotguns, machine guns, longbow
Long range
1d6+1


SPECIAL AMMUNITION & WEAPON
Special ammunition and weapon is hard to find but usually powerful. This kind of weapon gets to add +1 damage but has Durability of 2.

p/s: I like this kind of weapon and armour table because GM could practically make any weapon on the fly. Say for example, he wanted to make a Buster Sword which is basically an over sized cleaver, it is a Heavy melee weapon so it has 1d6+1 damage. The GM also think it is a special weapon, so +1 to that damage making it 1d6+2 with Durability of 2.

taken from Adventure Time. Jake with Buster Sword vs Finn!

I think I have one more post until Metatoy is done. Merry Christmas and a Happy New Year, folks!

20 November 2018

Metatoy System: Vehicles

Metal Max 3 taken from Plamoya.com


Vehicles are define by these attributes.

Scale: Scale of the vehicle. See SCALE below.
Manoeuvrability (MNV): Manoeuvrability of the vehicle/starship. This stats limits the driver's Agility rating. Use whichever is lower.
Combat (COM): Targeting system of the vehicle. Similar to MNV, it limits the gunner’s Intellect rating. Use whichever is lower.
HP: Structure Strength of the vehicle.
DEF: TN to hit vehicle.

some sample vehicle below:

TANK
Scale: Vehicle
MNV: 2
COM: 4
Weapons: Heavy ranged weapon (1 Long) 1d6+1 dmg and medium ranged weapons (1 Medium) 1d6 dmg
HP 20 DEF 10
Special: Slow movement; can traverse difficult terrain.

Illustration by Akira Toriyama

MOTORCYCLE
Scale: Personal
MNV: 5
COM: 1
Weapons: Small ranged weapon (1 Short) 1d6-1 dmg
HP 9 DEF 7
Special: None.


SCALE

There 4 scale categories in the game. There are:

PERSONAL
VEHICLE
STARSHIP
SPACE STATION

Personal: scale of characters, NPC and most monster and aliens as well as most personal vehicles that fits 4 to 6 people.

Vehicle: scale of most planet bound vehicles that are no personal such as tanks, helicopters, planes, ships and others.

Starship: scale mostly starships of any size, from starfighters to capital ships.

Space Station: scale includes anything bigger than most capital ships, including space station and minor planetoids.

There are no rule changes when doing combat on the same scale (i.e. vehicle vs. vehicle, etc.). But, when doing on a different scale there are some different rules, see below.

Small Scale to Large Scale
When small scale attacks large scale, for every 2 categories larger, small scale gets:
Advantage attack.
Target gets 1 Damage Reduction.

Large Scale to Small Scale
When large scale attacks small scale for every 2 categories smaller, large scale gets:
Disadvantage attack.
Large Scale deals double damage.

taken from Mad Max Fury Road

CHASES
Chase happens when one or more vehicle chases one or more targets. To simulate this, every participating vehicle must make opposed MNV roll. A group of vehicle only makes one roll picking the lowest MNV among them. If they win 3 (or more for more dramatic effect), the winner either escapes or manage to catch the target or engaged in combat (with the winner having a full round action), etc.

Metal Max 3 taken from Plamoya.com

VEHICLE COMBAT
What’s the use of vehicle without some actions? Vehicle combat is similar to personal combat with some different rules.

Determine Initiative: Every player’s vehicle makes MNV roll against opponent’s vehicle with the highest DEF. Player who succeed acts before opponent and player who failed acts after opponent.

Move: Vehicle makes 1 move or stay. See Movement & Distance for more information.

Action: an action is thing the character is doing on their turn. The action can take place before, during or after moving. Some possible actions a character can take:

Attack Gunner makes Intellect or vehicle COM roll (whichever is lower) against target vehicle's DEF. If successful, gunner makes damage roll based on weapon used.

Driver Attacks (for personal or vehicle only): Driver may attack at Disadvantage with handheld weapon (Might roll for melee weapon at Close distant or Agility roll for ranged weapon at ranged of the weapon), targeting either occupant or the vehicle.

Board a vehicle (for personal or vehicle only): Must be done in Close distance. Crew that jumps to another vehicle must make Agility roll (TN determines by GM). If successful, they might have a personal combat happening before the crew gets to control the vehicle.

Ramming: Ram can only be done in Close distance. Driver makes MNV roll vs. target DEF. If successful, you inflict half of your vehicle HP in damage on both the target vehicle and your own. Damage reduction still reduce this damage.

Dodging: +2 to vehicle/starship’s DEF. effect last for 1d3 rounds.

Locking on Target: Gunner spend a full round locking target ship. Gunner must make Intellect roll (TN is target vehicle’s DEF). If successful, you make Advantage attack roll next round.

p/s: Most of this vehicle rules were taken and modified from Solar Blade & Cosmic Spells by Diogo Nogueira. I like it so much so it should be in Metatoy!

06 November 2018

Monster: Glitter Boy


GLITTER BOY
HD 4+1
DEF 12
Attack:
Boom Gun (1 Medium) 3d6 dmg

[Preparing] Glitter Boy must spend a round digging in before firing their Boom Gun.

[Sprightly] twice per battle, Glitter Boy may make two movements per turn.

Nomad warriors and mercenaries who use ancient suits of armour that have the power of a one man army.


Crossplanes made a Glitter Boy for Labyrinth Lord, as soon as I saw this, I know what I have to do...

04 November 2018

How to convert OD&D and d20 monster to Metatoy?


How to convert from OD&D and d20 monster to Metatoy?

I use 2 type of tables when doing the monster for Metatoy, the one below:


HD
Average
hp roll
Combat/Save
Damage
1
3-4
+1
1d6-1
2
7
+1
1d6
3
10-11
+2
1d6+1
4
14
+2
1d6+2
5
17-18
+3
2d6
6
21
+3
2d6+1
7
25
+4
2d6+2
8
28
+4
3d6
9
32
+5
3d6+1
10
35
+5
3d6+2
*After 10 HD, each additional HD adds +1 to the damage inflicted.

and this AC, AAC to DEF table below:

AC
AAC
DEF
8 to 9
10 to 11
7
6 to 7
12 to 13
8
4 to 5
14 to 15
9
2 to 3
16 to 17
10
0 to 1
18 to 19
11
-1 to -2
20 to 21
12
-3 to -4
22 to 23
13
-5 to -6
24 to 25
14

  • Some monster in 3E D&D has HD such as 1d10 or 2d8. To convert this, I usually just get rid of the type of dice and pick the front number. i.e. an HD 2d8 monster in 3E is just HD 2 in Metatoy.
  • In 5E D&D, just use monster CR as its HD in Metatoy.

Below are some monster I converted from Monster Manual, some I made up just for the kick. Anyway enjoy your Metatoy monster!

BEAROWL
HD 5+2
DEF 9
Attack:
Claw, Claw, Bite (2d6)



LANDSHARK
HD 9
DEF 8
Attacks:
Tail Swipe (1d6+1) or Bite (2d6) or Deadly Leap (All Close)

Tail Swiping deals damage to 1d3 targets in a Close distance.

Landshark will jump 15ft as part of its movement and land on its feet in a space that contains one or more other creatures. Each creature must make TN 9 Agility or Might save (target's choice) or received 3d6+1 damage. On a successful save, the creature takes only half damage.


 

PERYTON
HD 4
DEF 8
Attack:
Horn (1d6+2)

[Immune to normal weapon] Normal weapon could not harm Peryton.

METATOY
HD 1+2
DEF 12
Attack: Roll 1d6
1-2 Laser Beam (All Close) 2d6 dmg
3-4 Metatoy Sing! (All Short) Target makes Willpower save (TN 9) or all attack roll next round is at Disadvantage.
5-6 Metatoy Panic! Metatoy doesn't attack this turn.

31 October 2018

Bump in the Night!

Art by Pierrot
Since Halloween is like today, Pierrot did something for LARA. Pssst! the clue is horror supplement...

check his blog here

30 October 2018

Halloween Monster: Jason Voorhees


Jason Voorhees
HD 8+1
DEF 10
Attacks:
Chainsaw (1 Close) 2d6 dmg
Improvise weapon/unarmed (1 Close) 1d6+1 dmg

Jason Voorhees generates 3hp per round and can only be damaged by magic & magical weapon. If Jason is reduced to zero hp there is a 1-4 chance in 1d6 that he come back to life with 3d6 hp. Jason can surprise his victim with 1-5 chance in 1d6. He is immune to Sleep and Charm spells.

I was reading JB Publishing this morning and his Jason came out! Why not convert this to Metatoy? So here we are, Happy Halloween everyone! *We don't celebrate it here but most of our tv shows are American show so...


25 September 2018

Metatoy System: Monster

taken from Adventure Time


MONSTER
Adventurers are bound to find creatures or monster during their adventure. These monsters are usually there to fight, eat and even tricking their victim a.k.a the adventurers. Some monster is nicer to adventurer. Below are stats for the monster in Metatoy System. I opted to use OSR term so that you can make the monster easily.

HOW TO READ MONSTER STATS
HD: HD is numbers of d6 in hit points. Often with a modifier to increase or decrease the total by the amount (e.g. HD 2+1 would be 2d6+1).
Defence (DEF): The TN when attacking this monster.
Attack (target) dmg: Name of the attack with number of target in bracket. Dmg is number of damage the attack does.

When creature attacks or makes attribute roll (unless mentioned), it rolls 2d6 plus half of its HD, rounded up. The creature also roll make Save Roll normally (see Save Roll). Table below makes for easier reference:

HD
Combat/Save
1 to 2
1
3 to 4
2
5 to 6
3
7 to 8
4
9 to 10
5


I give an example with the famous Rust Monster and Displacer Beast below:


RUST MONSTER
HD 5
DEF 10
Attacks:
Bite (2d6) or Antennae

[Antennae] When Antennae 'attack' connected, target's weapon or shield which made from metal will rust and corrode. It's a timid creature and only attempts to fight back when being cornered.

The rust monster was described as "inoffensive" but "the bane of metal with ferrous content". The creature was attracted to the smell of iron-based metals, and any such object touched by the creature instantly turned to rust, which the rust monster would then consume.



DISPLACER BEAST
HD 6
DEF 9
Attack:
Tentacles (2d6+1)

Displacer Beast attacks twice with tentacles.

[Magic Illusion] Displacer Beast creates magic illusion which confuses ALL its victim, causing attack rolls against it to have Disadvantage.

This beast uses a magical displacement ability, a form of illusion which causes it to appear to be a few feet away from where it actually is. This makes the creature hard to hit, while it attacks with its long tentacles. The displacer beast is the natural enemy of the blink dog.

If the displacer beast is subjected to an effect that allows it to make a save roll to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

14 September 2018

Interesting stuff from Pierrot

The domesticated dungeon (part 1): Welesbur's life and work


So, here we are again. If your players have played “People die at the fair” (or “death at the fair” in its first edition), they now have the outer side of the portable hole, and are sole owners of Welesbur’s dungeon.

The dungeon is a commodity most heroes would cherish: never camp again, never have to carry dry rations, and no need to pay for the Inn, no more worrying about the weight of their equipment; nothing to stop or slow down the adventuring.


But the dungeon is a source of adventuring on its own. In people die at the fair, some questions were left unanswered. Who really was Welesbur, why did Talak Naho want him dead,who the hell is Talak Naho, what about the face –crushed statue, what is the strange amulet and of course, where the hell is the dungeon, geographically?


That's the teaser. Go to his page for more info about it.


p/s: This is a backstory for player and GM that had played 'Death at the Fair' a Savage Flower Kingdom adventure (psst, it's free). Also, I'm sorry for not putting anything new from Metatoy, I guess after I've done my stuff at home and school, I will put on a new stuff for Metatoy.

See you!

29 August 2018

Metatoy System: Character Advancement

Scott Pilgrim by Bryan Lee O' Malley


CHARACTER ADVANCEMENT

Metatoy RPG System discarded experience point entirely. Instead, for every session / mission / major event the characters survive they gain a level. 

UPON LEVEL UP

HP roll: player rolls HP Per Level dice based on class and add to his max HP.

MP: character that has MP, gain 2 MP.

Gain 2 Attribute Points every even level, which you can put to any attribute. Maximum attribute score is 5.

Level
Attribute Points
2
2
4
2
6
2
8
2
10
2

22 August 2018

Metatoy System: Damage, Healing & Other Hazards


DAMAGE & HEALING
Damage is dealt based on weapons used, or spell they cast, and this damage is deducted from the character or enemy’s HP. If a character reaches 0 HP, he must make Might save. If successful, he is unconscious with 1 HP. If failed, he dies. When enemy or monster reaches 0 HP, it dies.

There are 2 types of rest – short and long, which allow for HP to be recovered. Short rests can be done after each scene or combat, it takes one Turn and you roll Resting dice based on class to recover HP. Long rests can only be done within hotel, town, campsite or other safe haven. A long rest fully recovers character’s HP.




FALLING
Whenever a character falls the player may roll Agility Save (see TN below) to half the damage; on a Critical, the character takes not damage at all. Refer to the table below:

Height
TN
Damage
Short (5 metre +)
7
1d6
Medium (10-15 metre)
9
2d6
Long (20-30 metre)
11
5d6
Far (50 metre +)
13
10d6
Any further
-
Dead




POISON
A poison is defined by its intensity. Whenever a character is poisoned, at the beginning of victim’s turn, he must roll Might save (See the table for TN); if he fails, he takes the 1d6 damage until he succeed the Might roll.

Intensity
TN
Low
7
Moderate
9
High
11
Extreme
13




SUFFOCATION
Victim suffocate when there’s no air, in places with heavy smokes or drowning. At the beginning of victim’s turn, he loses 1 HP and must roll Might save (TN9 or depend on GM) or lose 1d3 HP until he dies, or is not suffocating anymore.



RADIATION
Characters are bound to encounter radiation in the adventure especially when dealing with sci fi scenarios. When that happens, GM will pick the level of radiation and character must roll Might save (see the table for TN); if he fails, he takes damage indicated by the table:

Intensity
TN
Damage
Low
7
1d6
Moderate
9
2d6
High
11
4d6
Extreme
13
8d6

14 August 2018

Metatoy System: Combat, Movement & Distance, Measuring Time

Really love them maids with rifles! If you're the author do message me!


I love combat. Very much. There's too many comics, cartoons, games and movies I watched that really triggers me to like combat. And then when I was introduced to Fighting Fantasy, everything is history.  I mean doing combat with dice! That's very new to me back then!

Below here is combat for Metatoy. It's very basic and I really like it. And just like other OSR game, take what you want and throw what you don't want.

COMBAT
Sometimes, adventurers must fight. When they do, the game moves into combat mode. Use the following steps to manage what you character can do in combat:

1. Determine Initiative.
2. The party that succeed Initiative acts (take one Move and one Action).
3. Enemy acts.
4. The party that failed Initiative acts.
5. Continue like this until all parties have acted.
6. The round ends. Keep the turn order for the next round if the battle has not been resolved, and start at Step 2 again.

Determine Initiative: Every PCs, make Agility roll against opponent with the highest DEF. PCs who succeed acts before opponent and PCs who failed acts after opponent.

Move: Character makes 1 move or stay. See Movement & Distance.

Action: an action is thing the character is doing on their turn. The action can take place before, during or after moving. Some possible actions a character can take:

Melee Attack: Attempt to damage an enemy. When in Close ranged, attackers make Might roll. The TN is target’s DEF. If successful, the attacker roll damage roll based on weapon used. 

Ranged Attack: When in ranged (usually Short or Medium), attackers makes Agility roll. The TN is target’s DEF. If successful, the attacker roll damage roll based on weapon used.

Note: when making ranged attack outside of their weapon’s range, they make Disadvantage attack roll.

Unarmed Attack: attacker may use Might or Agility roll (depending on type of attack) to make unarmed attack. If successful, it inflict 1d3 damage.

Grappling: is used when you want to immobilize target, pin them, and get something from them. Must be done in Close range. Make Might roll vs target’s DEF. If successful, target is pin. Each round opponent may make Might save roll (TN is grappler’s Might+7), to get away. Grappler may make Might roll to inflict 1d3 points of damage

Aiming: you take 1 round to aim to a target. Next round when making ranged attack, you roll Advantage.

Spell: Cast a spell.

Defend: you gain +2 DEF.

Move. Character makes 1 move.

Use: Use an item or object.

MOVEMENT & DISTANCE
Movement is abstract, in ‘theatre of mind’ way. The distance is Close, Short, Medium, and Long. You need to get to Close to make melee attack. You need 1 move to get from Close to Short and 2 moves to get from Close to Medium.

Close – roughly 5 ft. 
Short – roughly 30 ft. 
Medium – roughly 60 ft. 
Long – beyond 60 ft.


MEASURING TIME
Everything is measured in Turns and Rounds similar to board game and card game. Each player, NPCs or GM action is a Turn. When everyone has already taken their turns, it is considered a Round. A Scene is considered as many Rounds until it is solved.



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