11 May 2019

Metatoy System SRD

I released the Metatoy System SRD. It's in word doc form. The document is targeted to designer who wanted to create their own version of rpg using the system. Warning though, there's no illustrations inside, hence it's free.

Note: I had also included it in the drivethrurpg link, though that one you have to pay.


16 April 2019

Pendekar Mata Satu using Metatoy System

I accidentally watched Pendekar Mata Satu and its sequel Pendekar Mata Satu Lawan Sabuk Badak in Youtube during the weekend. Basically, it's the Indonesian/Malaysian version of Conan. I bet not a lot of people knew this especially the sequel!

So I drew this and stats them using Metatoy...  

04 January 2019

Update on Metatoy System: Vehicles

taken from Fast & Furious
There's an update on Metatoy System Vehicle on RAMMING. As pointed by Alexander Macey, in his words:

"Ran a test scenario, and ran into a weird situation. Using the tank and bike you have here, the bike rams the tank. Bike gets damaged pretty badly, does tiny damage to tank. That makes sense. Tank rams the bike, and the tank takes 10 damage, and destroys the bike. That seems kinda extreme damage to the tank. ramming is actually a more valid tactic for small hp vehicles, so a couple of cars could ram a tank to bits, but a tank could only ever ram two motorcycles before blowing up. "

So, I actually thought a lot about it and how to make it exciting without too much calculation or stressing the GM. I thought of doing the HD as damage stuff as I prefer rolling the damage BUT that's not really in my mind right now. I think I found a solution after woke up at 2 am thinking about this. See below for the current rules for ramming:

Ramming: Ram can only be done in Close distance. Driver / pilot makes MNV roll vs. target DEF. If successful, both roll their ram damage according to their scale. With the attacking vehicle getting a +1 damage.

Ram Damage
Space Station

Note: A character cannot ram a vehicle and won't do any damage. This is also true when you're riding a bicycle, or even motorcycle. Most big creature are the scale of Personal (Chobos, Bizzarian, etc) and Vehicle (Rhino, Elephant, etc)

p/s: I can't find ramming gif online. My Goggle fu is not stronk enough.

28 December 2018

Metatoy System: Equipments

Weapon Room taken from Adventure Time

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

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)

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.

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.

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

DR 1
Large Shield

DR 2

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

Fist, Kick
Brass knuckles, knives, short sword, hand axes
Axes, long swords, maces, warhammers, short spears
Claymores, battles axes, halberds, spears, mauls


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

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:

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

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


There 4 scale categories in the game. There are:


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

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

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!


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