The updated version of Metalface: RPG uses all new dice mechanics. Six sided dice are still the only dice used in the game and can be found in any supermarket or dollar store.
Action Rolls
Anytime a character is performing an out of the ordinary action, an action roll must be made. Action rolls cover anything from jumping a gaping chasm to accessing a top secret database stronghold. Action rolls do not cover simple everyday actions such as navigating traffic or slapping around a corporate stooge.
The guide must determine the difficulty of the action being performed and what value the character will use.
Difficulty settings represent fixed values that the player must roll equal to or higher than.
Difficulty Settings
| Level | Value | Description |
|---|---|---|
| EASY | 4 | simple actions |
| NORMAL | 5 | not-so-simple actions |
| HARD | 6 | difficult actions |
| EXTREME | 8 | very difficult actions |
| INSANE | 12 | you've got to be kidding! |
Players roll dice based on the value they are using. When rolling, the dice are not added together. Instead, the highest value is the initial result of the roll. Add to this initial result any skill levels or other bonuses and this new number is the final result. If the final result is equal to or higher than the difficulty setting, it is considered a success. Otherwise, this is a failure.
If the successful roll results in some information being revealed or other types of reward, the guide has final say over exactly what is gained and what is not. Again, this is an area where the guide truly controls the game and can really let players have a fun time.
Opposed Action Rolls
If a character’s action is opposed by another character or an NPC, this becomes an opposed action roll. Each character’s active value must be determined and each character makes an action roll based on that value. Unless otherwise stated, skills and traits are also applied in opposed action rolls. The character with the highest final result wins. In the case of a tie, it is a standoff and neither character wins or loses. They must attempt the opposed action roll again.
Advancement
Every character has the ability to advance and gain more points to distribute to values and skills. Advancement is one of the staple features of role playing games and guides should ensure that every character advance slightly in some way. Advancement occurs when a character has completed a mission and has earned success points. Success points may be used to improve the skills or values of a character.
There are two methods for determining success points; actions and performance. The actions method rewards the character for successful actions. This requires the guide to keep track of successful action rolls made throughout the game. This may or may not include combat action at the guides discretion. Each successful action roll should award 2 success points.
The performance method rewards the player for acting out their character faithful according to the character's nature. Each session will usually contain one or more performances. Depending on the guide, anywhere between 5-10 points can be awarded for each performance.
(It should be noted that guides have the option of altering the advancement process to suit the group’s needs or desires. The overall idea of advancement is to reward players for having fun, and to reward characters for getting the job done.)
Advancement Rewards
| Advancement | Awarded Every |
|---|---|
| +1 skill point | 10 success points |
| +1 value point | 30 success points |
Characters do not advance in levels regarding professions. Instead, a character is defined by their skills. A soldier with all level 1 skills, would be less effective in battle than a soldier with a few level 5 skills. Therefore, a character's professional rank is defined by the highest core skills that the character possess. For example, a character with a doctor core skill of level 5 would considered a 'Master Doctor.'
Levels
| Highest Skill Level | Professional Rank |
|---|---|
| 0 | Unskilled |
| 1 | Average |
| 2 | Above Average |
| 3 | Impressive |
| 4 | Exceptional |
| 5 | Master |
| 6 | Elite |
Faithfulness Rolls
If a player wishes, they may attempt an action "on faith". If they do, they must state which skill they will be "putting their faith in" then make a Faith roll. If they succeed they will be allowed to add a bonus to the selected skill based on the following table.
Faith Roll Results
| Faith Roll | Bonus |
|---|---|
| 1-2 | no bonus |
| 3-4 | +1 to skill |
| 5-6 | +2 to skill |
Regardless of the result of the Faith roll, the player must subtract one from their Faith value. A player may not use more faith rolls than they have points in the Faith value. (EX: A character with a faith of 4 may only use this ‘faith roll’ four times in any mission.)
The Faith roll is fully returned at the end of every mission.
Blessing
The Blessing roll will allow the player to reroll any dice roll that is made by them or directed at them during the mission. The player may use their Blessings at any time during the mission but anytime they use a Blessing they must subtract one from their Blessing value. A player may not use more Blessings during a Mission than their Blessing value.
The Blessing roll is fully returned at the end of every mission.
For combat resolution, see Combat Rules.