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, 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.

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, 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.

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 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.

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.

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.


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