25 September 2018

Metatoy System: Monster

Monster has a number of d6 hit points in Hit Dice (HD) often with a modifier to increase or decrease the total by the amount (e.g. HD 2+1 would be 2d6+1), Combat, Save, Defence (DEF) and an Attack (damage) as their stats. Some creatures have special ability.

When creature attacks, save or makes attribute roll (unless mentioned), it rolls 2d6 plus half of its HD, rounded up. Table below makes for easier reference:

1 to 2
3 to 4
5 to 6
7 to 8
9 to 10

DEF is used as creature TN when trying to hit this monster and Attack is their type of attack the creature has.

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

Rust Monster: HD 5, Combat +3, Save +3, DEF 10, Attack: Bite (1d6), Antennae (special)

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.

Rust monster attack twice with either bite, antennae or both. If its Antennae 'attack' connected, target's weapon or shield which made from metal will rust and corrode. It's a timid creature and only attempt to fight back when being cornered.

Displacer Beast: HD 6, Combat +3, Save +3, DEF 9, Attack: Tentacles (1d6+1)

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.

Displacer Beast attacks twice with its tentacles. It also creates magic illusion which confuses its victim, causing attack rolls against it to have Disadvantage.

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


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


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.

Attribute Points

22 August 2018

Metatoy System: Damage, Healing & Other Hazards

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, they are dead (or unconscious depending on GM).

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.

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:

Short (5 metre +)
Medium (10-15 metre)
Long (20-30 metre)
Far (50 metre +)
Any further

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.


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.

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:


14 August 2018

Metatoy System: Combat

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.

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 Short 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, attackers either make 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 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 Short 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.

07 August 2018

Metatoy System: Spells


To use spell, caster just select his known spell, reduce his MP equal to the spell’s level and – the spell happen. Target may resist the spell by making either Intellect or Willpower Save roll, the TN for it is always 7+ caster’s Intellect or Willpower depending on spell. Attacking spells need to make attack roll, you roll 2d6+ either Intellect or Willpower (description in spell will tell you) against target’s DEF.

Below here are some basic spells, GM is encouraged to make more or take some from OSR rpg, it should work similarly.

Spell Level 1

Bolt (Duration: Instant, Range: Long) 
You cast coloured bolt from finger to 1 target. Make attack roll using Intellect. If hit, target takes 1d6+1 damage.

Boost/Lower Attribute (Duration: Instant, Range: Short) Touch a target. Target either gets Advantage or Disadvantage Attribute roll for 3 rounds.

Healing (Duration: Instant, Range: Short)
Touch a target (including self) and target will heal 1d6 hp. At level 3 he will heal 1d6+1 hp, at level 6 1d6+2 hp and at level 9 1d6+3 hp.

Quickness (Duration: Instant, Range: Far)
Target gains another action.

Spell Level 2

Beast Friend (Duration: 3 rounds, Range: Far) 
Animal is not hostile to you.

Entangle (Duration: 3 rounds, Range: Far)
Target gets mental web and cannot move. Target may make Intellect or Willpower save whichever lower to break free.

Smite (Duration: 3 rounds, Range: Short)
Spell casts on a weapon. When weapon successfully deals damage, it deals 2 times the amount.

Speak Language (Duration: 3 rounds, Range: Short)
This spell allows target to speak, read and write a language other than his own.

Spell Level 3

Burst (Duration: Instant, Range: Short) 
You cast a shower of energy. All targets within Short range take 5d6 damage. Agility save for half damage.

Deflection (Duration: 3 rounds, Range: Short) 
Touch self or a target. The target deflect incoming attacks. All attacks to target are at Disadvantage.

Environment Protection (Duration: 1 scene, Range: Medium)
target is allowed to breathe, speak and move at his normal pace while in ones normally harmful environment for 1 scene.

Stun (Duration: 3 rounds, Range: Medium)
Caster casts blinding light to a target within Medium range. Target must makes Might save or be stunned. A stunned target cannot do any action.

Telekinesis (Duration: Instant, Range: Medium)
This spell grants target the ability to move a single object or creature.
  • Lifting creatures: Living target may make Willpower roll to resist or be lifted. It will be lifted for 3 rounds or until the caster is no longer there.
  • Dropping things: target who is based into wall or other solid objects suffer 1d6+Intellect damage.

31 July 2018

Metatoy System: Magic User Class

Akira Toriyama's artwork from Dragon Quest

It's a must to have a Magic User in a party. This class is made akin to D&D class with a different twist by using Magic Points. (I heard D&D5E uses Spell Slots that is similar to MP) 

Since I made the spells almost similar to OD&D spell, it is possible (with some kind of tweaking) to use OD&D spells for Metatoy System.

I was tempted to use Action Roll as an option for Magic Points but I guess I have to put that in the back burner.

The Sorcerer, the Spellcaster, the Gifted.

Starting class stats: 2 to Intellect or Willpower; 1, 1, 0 distributed however you wish.

Starting HP: 1d6+4

HP Per Level/Resting: 1d6

Special Abilities

Magic Points (MP): Magic User starts with 2+Intellect MP. This is used to fuel the spell. He gains 2 more MP every level. MP can only be replenish to full when the caster takes a Long Rest.

Spells: Magic User starts with 2 level 1 spell. During level up, he may pick 1 spell level higher than his current level or 2 spells equal to or less than his current level.

Power Blood: When MP is exhausted Magic User may sacrifice his HP to cast spell.


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