20 June 2021

Oh, My Ring! (Retheme of Oh, My Lair!)



You are Sauron the king of Middle Earth, well, not until you have the power ring in your hands again. Your spies reported that a group of heroes led by a small hobbit are trying to destroy the ring in Mountain of Doom.

Stop them before it happens!

This is a retheme by threemegito pnp and Matheus L. Bernardo.

My precious! Get it here

14 November 2020

Escape of the Dead 2


Escape of the Dead 2 is a game for 1 player where the player plays as a survivor heading to the Hospital seeking for help in a zombie-infested city. Roll dice and strategically decide your fate: Will you drive as fast as possible? Or will you defend your health endlessly? Whatever you do, you always need to Survive!

Overview:
Reach the hospital without depleting fuel or health along the way. The player will be encountering large groups of zombies, craft tools to help mitigate those dice luck, and stumbles into both fortunate and unfortunate events, well mostly the latter. Based on actions played throughout the game, the player will score only if the player reaches the hospital.

Important: You will need 6 six-sided dice to play the game.

Download the game here
Escape of the dead 2 Files

12 November 2020

Sand Mites Introduction



Back in 2008 or so, I found out about Metal Max Returns JRPG and I just finished Fallout 3 that time. So, an RPG like this should fill up my hunger for a post-apocalypse game.

Here's the blurb:

Metal Max is set in a futuristic post-apocalyptic world, where the surviving humans cluster in underground villages and ruins while "monster hunters" fight the monsters and outlaws outside. 

I played that game day and night! Like the time when I first got Final Fantasy VII. 

What I like about the game was:

It is an open-world game, unlike other conventional popular JRPG.

Quirk humour. I mean look at the monster, a Jerrycan that produces Fire Blast and wandering all the time.



It has TANKS! A vehicle which was used to defeat scary monster outside of town. Most of them are World War 2 tanks. I learned a lot about tanks in the game. If you don’t have a tank in the game, you’re done for. Fortunately, the first mission you got was to find an abandoned tank in a crater near your small town.



Tank customization!

In later game (not Metal Max Returns) you will have a dog as a companion!



After Metal Max Returns, I had been following the RPG. I played Metal Saga in PS2 which is similar and uses 3D but it didn’t really get into it as I was pretty busy that time. Maybe one of these days.

On Jun 2020, Metal Dreamer finished translating Metal Max 3. A game I waited for 5 years since they released it in Japan. I had been playing it day and night just like when I got Metal Max Returns.

Making Metal Max tabletop has always been one of my top priority RPG to make. I even made Metal Quest boardgame but it didn't seem to be popular.



Since Kosmos RPG is not going to finish anytime soon because of me unable to pinpoint what is wrong with the game, I had decided to use that rules to make Sand Mites: Human, Tank and Doggo RPG! You could say I was trying to make a fan Metal Max RPG out of it.

Sand Mites follows Metal Max story where a supercomputer created by humans called SHIVA decided to destroy humans to prevent further ecological disasters. Rumour has it that the supercomputer was destroyed by a mysterious hunter. Now, the land is roamed by barbaric gang members and strange hybrid mechanical animal creatures. You played as a survivor of the world. Quirky humour should be in the game, I'll make sure of it!

I will post more Sand Mites in this blog as I created it.

See you later, steel cowboy.


14 April 2020

27 March 2020

Kosmos RPG: Magic Training

GIF art by  AGNES SALEK

Magic, Psychic, Sorcery, Space Magic, etc. These words are categories in Magic training (I am changing it from Psychic to Magic).

Magic Training

Spells are described in a few words, such as Telekinesis, Mental Blast, Cure Wounds, Hold Person, Flight… You have to come up with the spells your character knows. The more precise the wording, and therefore the narrower the focus of the spell, the easier it is to use. The magic rules below explain this in further detail.

  • Each time you pick Magic Training, you're able to create 1 spell. Discuss this with your GM on the cost (in HP) and what attributes the spell uses.


Magic Rules

To cast one of your spells, you pay a hit point cost and make a check. The stat depends on your character concept and the specifics of the spell. Most often in the Kosmos, it will be INTELLECT and WILLPOWER.

Tell the GM what you are attempting. They may ask for details to decide the stat to check and how many HP you have to spend. If the GM understands what you want to do, they will give you a fair number. You can always dial back the effects to lower the cost. The HP cost can never exceed your current hit points. If the target has greater HD than your level, you have disadvantage on the check. You spend the HP before rolling.


  • On success, magic works as discussed.
  • On a failure, it doesn't work.


Note that critical rolls have additional consequences:

  • On a natural 2, the GM decides what goes wrong or picks a mishap.
  • On a natural 12, you don’t lose any HP.


A basic spell (cost 1) takes a full turn to cast. It is instantaneous, targets one creature at short range, deals or heals 1 damage, and has an inconsequential yet possibly entertaining effect. Increase the cost by 1 to 5 points for each entry:


  • generic wording: for example, any use of a spell simply called Technomancy should add at least 2
  • instant casting time
  • long-range, extra targets, or large area or effect
  • damage or healing (from a single d6 to d6+2 per character level)
  • target with more HD than the caster has levels
  • spell duration (one turn, minute, hour, day, etc. per character level)
  • practical effects (charm, phantasms, summoning, scrying, etc.)


You can also reduce the spell cost if it takes more time to cast, requires rare or expensive ingredients, or can only be completed in a temple or lab; remember:

  • do not waste everyone’s time counting beans
  • the GM will not explain what’s going on; magic is fickle and weird


Note on Magical healing: 
This is entirely up to the table, depending on your collective taste, and the kind of setting you want to have. Med-kit can be freely bought anywhere and clerical healers dispense their magic for a couple of credits. But if you want to keep it old school, I recommend that you make magical healing rare. Hit points should be a carefully managed resource.

If magical healing is allowed, a typical spell should cost 3 HP per d6 of healing, with a limit to 1d6 per character level. The GM may forbid the spellcaster from healing themselves to prevent abuse.

19 February 2020

Kosmos RPG: Specialist training

Obviously Ryu from Street Fighter 2 animation. Credit to Capcom.
A specialist ability reflects your character’s unique skill.

  • It works once a day at level one.
  • Each time you picked Specialist training you may upgrade 1 ability (i.e. once per day to twice per day, etc.).
  • The ability does not require a check.

You need to discuss with the GM to establish the ability, especially if it has a mechanical advantage or if it breaks the game in some way.

  • Ability is the only safe way to get Advantage of combat checks.

Here are some examples:

Hadouken (1/day) delivers fireball to a medium distance target, dealing 1d6 exploding damage.

Jury Rig (1/day) temporary recovers 1d6 hull of a vehicle during combat. After combat, the vehicle loses 1d6-1 hull.

Bless (1/day) all ally in short distance gain Advantage to any roll for 1d3 rounds.

11 February 2020

Kosmos RPG: Warrior Training

found it from Pinterest, I wish to credit the artist because it's awesome

  • Each time you take warrior training you increase your REST by one step (from d6 to d6+1, to a maximum of d6+2) then reroll your hit points.
    Roll your REST dice as many times as your HD and record your HP
  • Warrior training also enables characters to wield better weapon and armour.
    It means that only character with Warrior training is able to use Heavy weapon/armour.
  • When you level-up you get to pick one extra ranged or melee attacks.
    During level-up you pick either an extra ranged attack or melee attacks. During your combat turn, you make as many attack rolls as your numbers of attacks.
Well, that's pretty much Warrior training straight forward. Next stop, Specialist training!

06 February 2020

Kosmos RPG: Making a Kosmos character



Character is the heart of every RPG, they say. I wanted to use Metatoy System but the vastness of species and jobs in a space opera setting just won't make it. So instead I used Macchiato Monster character gen with a few tweaks of my own to create characters.

HOW TO MAKE A KOSMOS CHARACTER?
Step 1: Roll 1d6 (see table below) in order for attribute: Might, Agility, Intellect and Willpower.

Roll 1d6 (attribute value)
1-2: (0)
3-5: (1)
6: (2)

* I use Metatoy attributes as I am very familiar with them.
* There's a chance that you actually roll 0 for every attribute. There's also a chance where you actually roll 2 for every attribute. Luck played a significant role in making your character and I tend to make it like that since we are all not the same (and also I get tired of making limited choices of attribute number as in Metatoy System).

Step 2: Invent a trait from these elements: race, occupation, background or faction (for example, Rockmen Gladiator)
* a trait should consist of 2 elements.

Step 3: Record 1 HD and REST 1d6.

Step 4: Choose two below (or the same entry twice)

Step 5: Roll HD, record HP.
* Here you actually roll your REST dice as many times as your HD and record your HP

Step 6: Record DEF of 7 (unless something has to do with your the speciality of your species which you have to talk with your GM and usually your speciality (armour) can be some kind of equipment like the character above. GM doesn't want your character to be powerful.)

Step 7: Roll equipment, weapon, armour, etc.
* I have yet to make equipment tables...

So there you go, A Kosmos Character! Next stop Training!

22 January 2020

Kosmos RPG: design diary part 1

Hi, there. As you may have read from a previous post (actually ancient post) I had been meaning to release Starfarers-Kosmos a sci-fi space opera RPG for a very long, long time now. I thought of using class system from Savage Flower Kingdom, LARA or Metatoy but somehow, there are too many species that players and GMs can make. These systems cannot hold it, I refuse to make one alien class to cater all the aliens.

So I try to find a system that can do this. Enter Macchiato Monsters, I had this RPG for quite sometimes but doesn't actually read it until a few months ago. The character making system is what I was looking for. It's classless and can actually make character you want including alien!

So I've been tweaking it and fusing it with Metatoy as both use OSR-like system and also because of six-sided dice (the only dice sold here).

Well, nothing happen because it clicked, I have network of RPG designers and players to help me! A lot of them comes from EPGames FAN facebook including Khairul Hisham and Rafael Beltrame. Thanks, guys!

Below are some characters I made using the system I made, just to make sure that it can. Oh, Rafael made Chompbacca a sidekick pilot. Please enjoy!
















14 January 2020

Savage Flower Kingdom in Portuguese!


First off, I wanted to say I am very sorry because this was given to me by Marcus Carvalho 2 years ago. If Rafael didn't ask about it I would have totally forgot about it. I really, really am sorry that I had forgotten about this lovely game!

So enjoy SFK in Portuguese. Translation by Felippe “Bardo” Freitas & Silas Marques de Lima!

SFK download!

18 November 2019

Metatoy System V 1.5 is out!


After a lot of playing and thinking, finally Metatoy System v1.5 is out! Here's what is new:


  • TN (Target Number) for task is now fixed at 9!
  • Spells and Prayers that uses TN followed the rule above.
  • Initiative is simplified to follow the OSR rules.
  • a new Price Roll economy!
  • a few new illustration (actually just 2)
  • a new cover!
or

23 September 2019

The Mini Quest 2

I thought of updating The Mini Quest for a long time now, but somehow I don't know what to update and seems to have no free time like was back then. Out of the blue, suddenly a few days ago, Pierrot my friend has made this! 

Download them guys!

I mean Go to his place and download Pierrot Sayz! GO!

Meanwhile I am still doing Metatoy #1. Expect Maid, Dwarf and Elf!

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.

Download:

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 the 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. With the attacking vehicle getting a +1 damage. See below.

Ram Damage: When attackers successfully rammed their target, both attacker and target roll Ram Damage with something to consider below:
  • Base Ram Damage for the same scale is 1d6 (+1 for the attackers)
  • +1d6 for one scale larger, +2d6 for two-scale larger and so on.

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 a motorcycle. Most big creature is 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 strong enough.

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...

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