Character Creation: Difference between revisions

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Created page with "{| | style="padding:1em; vertical-align:top;" | __TOC__ | <div style="max-width:80em; align:center; margin:auto;"> When you have decided on what kind of character you would like to create. You can try recording all your character stats and information to the character sheet provided: [https://docs.google.com/spreadsheets/d/1LW2_xME7MItWH1jfz711WY0tKHBHugYz3ftupmVjNGQ/edit?usp=sharing Metaforce Character Sheet (Template)] You can use the character sheet to auto-calcul..."
 
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  When you have decided on what kind of character you would like to create. You can try recording all your character stats and information to the character sheet provided: [https://docs.google.com/spreadsheets/d/1LW2_xME7MItWH1jfz711WY0tKHBHugYz3ftupmVjNGQ/edit?usp=sharing Metaforce Character Sheet (Template)]
  When you have decided on what kind of character you would like to create. You can record all your character stats and information to the character sheet provided: [https://docs.google.com/spreadsheets/d/1LW2_xME7MItWH1jfz711WY0tKHBHugYz3ftupmVjNGQ/edit?usp=sharing Metaforce Character Sheet (Template)]
   
   
  You can use the character sheet to auto-calculate various stats based on the Attributes, Level and starting parameters given. This page will explain how to build a character for a standard game.
  This Google-Sheets version of the Character Sheet can auto-calculate various stats based on the Attributes, Level and starting parameters given. For more information on what each field and section means, see [[Character Sheet]].


==Default Values==
==Default Values==
  Attribute Default Value Description
As a Game Master, you can set up characters however you like for your game setting. This is a list of defaults if you are unsure:
  Starting Attributes 6 or 8* Character gains an arrangement of attribute points based on questions answered at creation.
  '''Attribute''' '''Default Value''' '''Description'''
  Starting Attributes 8 After character creation, character would have this many Attribute points assigned.
  Experience 0 Character starts with X experience to level up, or create/boost Metaphor scores.
  Experience 0 Character starts with X experience to level up, or create/boost Metaphor scores.
  Metaphors +5, +3, * Character starts with a set of Metaphors to allow them to create skills and proficiency.
Base XP to Level ♦ [[Experience]] points needed to reach Lv2.
  HPLV 6 Character starts with some HP to exist. Treated like a Hitdie in traditional games.
XP to Level Up 2 Additional '''Experience''' required after each level-up.
  MPLV 3 Character starts with some MP for their [[Meta Point|Meta-Abilities]].
  Metaphors +4, +3, * Character starts with a set of Metaphors to create skills and proficiency.
  Base Body 10 Character starts with an amount of Body Core.
  HPLV 6 Health Point multiplier for characters. Treated like a Hitdie in traditional games.
  Base Reflex 10 Character starts with an amount of Reflex Core.
  MPLV 3 Meta Point multiplier for characters so they can use [[Meta Point|Meta-Abilities]].
  Base Mind 10 Character starts with an amount of Mind Core.
  Base Body 5 Character starts with an amount of Body Core.
 
  Base Reflex 5 Character starts with an amount of Reflex Core.
* For low-power games or games without racial-bonuses, characters start with a 6, otherwise the 8 accounts for two +1s at creation.
  Base Mind 5 Character starts with an amount of Mind Core.
Attribute/Lv 1♣ or 2 Number of Attribute points gained per level (after 1st)
ATO 2♣ or 1 Number of Attribute-Training Opportunities per level (including 1st)
* Refers to Secondary Metaphor arrays.
♣ This value is used if [[Progression|Progressions]] are active.
♦ Usually the same as '''Starting Attributes'''.


==Attribute-Point Setup==
==Attribute-Point Setup==
Depending on the scenario, there can be up to three steps a player/character can answer to get their attributes set up.
===Step 1: Racial-Adjustments===
===Step 1: Racial-Adjustments===
  If the character has racial adjustments due to their race/species that affects Attributes, this is done first. Usually it would be '''two +1s''' to the appropriate Attribute scores that apply to them. Optionally, this may also include negative numbers. If the game doesn’t support racial adjustments or is a low-powered game, this step can be skipped.
  This step first requires the character's Race and Racial Traits be set and defined. Any Attribute modifiers should be applied first, the default amount is a sum total of +2 (either to one or two attributes). If the sum total differs, adjust '''Starting Attributes''' accordingly. Optionally, this may also include negative values. Some races may have choices on which Attributes may be improved.
If the game or character doesn’t support/use racial adjustments, this step can be skipped.  


===Step 2: Pick a Core Value===
===Step 2: Pick a Core Value===
  The player is asked '''which of the core values''' they want their character to '''specialize''' in, Body, Reflex or Mind?
  The player is asked '''which of the [[Core Value]]s''' they want their character to '''specialize''' in, <code>'''Body'''</code>, <code>'''Reflex'''</code> or <code>'''Mind'''</code>? The choice made will grant a +1 to all attributes that are affected by that Core Value.
 
The choice made will grant a +1 to all attributes that are affected by that Core Value.
   
   
  For reference these are the choices and their effect on this question:
  For reference these are the choices and their effect on this question:
  • Body: Gain +1 to Strength, Endurance, Agility and Charisma.
  • '''Body''': Gain +1 to Strength, Endurance, Agility and Charisma.
  • Reflex: Gain +1 to Strength, Agility, Perception and Intellect.
  • '''Reflex''': Gain +1 to Agility, Perception, Strength, and Intellect.
  • Mind: Gain +1 to Endurance, Perception, Intellect and Charisma.
  • '''Mind''': Gain +1 to Intellect, Charisma, Endurance, and Perception.
Optional: If a character doesn't have Racial adjustments but you still want '''Starting Attributes''' to add up to 8, you can make the '''first two attributes''' of each choice count as +2s instead of +1.


===Step 3: First Level===
===Step 3: First Level===
  To finish setup, the Player is asked to '''add two +1s to different attributes'''. Even if the Attributes end up higher than the character's level, this if fine during character creation. This is the only time a player can add to attribute scores higher than their character level.
  To finish setup, the Player is asked to '''add two +1s to different attributes''' if they already have Attribute points from their Racial-Adjustment.
 
===Regarding Level / Limit===
A character is '''normally''' not allowed to raise an Attribute score higher than their level, but during character creation and level-ups, any values above the character's level are '''permitted'''. Attribute points given by a level up can ignore the Level-limit rule, but using ATOs (Attribute Training Opportunities) to spend experience to increase an Attribute are subject to this rule.


==Starting Metaphor Arrays==
==Starting Metaphor Arrays==
  Normally, each character starts with a +4 and +3 Metaphor, meaning one can create a Metaphor with a +4 Ability score, and corresponding 5 Sub-Ability points to refine it with. And then they receive a +3 Metaphor for another ability/power/skill with the same amount of Sub-ability points.
'''Primary Metaphors'''
 
  Normally, each character starts with a '''+4 and +3 [[Metaphor]]''', meaning one can create a Metaphor with a +4 Ability score, and then they receive a +3 Metaphor for another ability/power/skill. These two Metaphors are meant to give characters strong starting options for self-defense and utility.
  An additional (+2 +2 +2 +1) array is given to players to fill out their other skills and abilities. Metaphors can be improved with <code>'''Experience points'''</code> if the GM allows it at character creation. This array is created to offer the greatest number of skills and abilities at the start.
 
In addition, these Metaphors can also start with the maximum number of Sub-Abilities, or exchange Sub-Abilities to enhance another one. In future, Sub-Abilities can only be obtained and enhanced by spending experience points.
  Players may choose a different array, with more potent Metaphors in exchange for variety. Other arrays they can choose include:
  • (+3, +2, +1) for a more compressed distribution of Metaphors, or
''A character decides they want their +4 Metaphor to have two Sub-Abilities at +2 instead of having four at +1. This is allowed because they exchanged a Sub-Ability to enhance one of their remaining choices.''
  • (+4) for an ultra-condensed distribution at the start.
'''Secondary Metaphors'''
  An additional ('''+2, +2, +2, +1''') array is given to players to fill out their other skills and abilities. These Metaphors can be improved with '''[[Experience]] points''' if the GM allows it at character creation. This array is created to offer the greatest number of skills and abilities at the start.
Like with any starting Metaphors, each of these secondary Metaphors start with the maximum number of Sub-Abilities for customization, and any Metaphor of +2 or higher can swap Sub-Abilities to enhance a remaining one.
  Players may choose a different array with more potent Metaphor values in exchange for variety. Other arrays they can choose include:
  • ('''+3, +2, +1''') for a more rounded distribution of Metaphors, or
  • ('''+4''') for 'master of one' style of gameplay.


==Post-Creation==
==Post-Creation==
After a character has been created at level one and their Metaphors written up, they should now be playable in game.
After a character has been created at level one and their Metaphors written up, they should now be playable in game. Below are ways to continue progressing a character's build after creation.
Below are ways to continue progressing a character's build after creation. Note that Attribute can't be raised beyond the character's level.


===Character Levels===
===Character Levels===
  Character levels can be used by some mechanics for scaling powers and abilities, and serve as requirements for others. Levels can only be gained incrementally, so a level 1 character must ascend to level 2 before they can ascend to level 3, and so on.
  Character [[Level|levels]] can be used by some mechanics for scaling powers and abilities, and serve as requirements for others. Levels can only be gained incrementally, so a level 1 character must ascend to level 2 before they can ascend to level 3, and so on.
The default amount of [[experience]] required to level up varies by game, but it should be equal to the character’s starting attribute amount. This increases after every level, based on the '''XP per Level-up''' parameter set by the Game-Master.
   
   
The default amount of experience required to level up is equal to the character’s starting attribute amount, so 6 or 8 depending on the game settings. This increases by 2 after every level up. Your Game-Master may decide on different amounts for starting and leveling respectively.
  Raising a character's level will increase their '''Maximum HP and MP''' (Half of HPLV and all of MPLV), a number of Attribute points they can add to their Attributes, more Attribute-Training Opportunities (ATOs) and may unlock features on any of their [[Progression|Progressions]].
 
  Raising a character's level will give them an increase to their Maximum HP and MP, 2 Attribute points they can add to their Attributes, and an additional opportunity to raise an Attribute using experience points.
'''Rules on applying Attribute points'''
When adding multiple Attribute points granted by a level, you can't add two points to the same attribute, you can, however, raise attributes higher than the character's level this way.
   
   
  When adding Attribute points granted by a level, you can't add two points to the same attribute, nor add it to an attribute if it would raise it above their current level. The latter issue becomes irrelevant after leveling up a few times since it no longer becomes possible to raise an attribute higher than your level.
  '''Attribute-Training Opportunities (ATO)'''
A character gains a number of opportunities to spend experience points to raise an Attribute of their choice equal to their level. The cost is the same as improving a Metaphor. Each time a character gains a new level, they gain a new opportunity, the opportunities stack so they do not need to be redeemed all at once.
   
   
  A character gets a number of opportunities equal to their level to spend experience points to raise an Attribute of their choice by 1. The cost is the same as improving a Metaphor. Each time a character gains a new level, they gain a new opportunity, the opportunities stack so they do not need to be redeemed all at once.
  Characters usually get at least one ATO per level, but this may differ depending on the Game-Master's settings.


===Improving/Creating Metaphors===
===Improving/Creating Metaphors===
  Like Levels, a +1 Metaphor can be created by spending 1 experience point, then an existing Metaphor can be improved by spending experience equal to its ability score plus one. So, if you have a +2 Metaphor and want to make it +3, then you must spend 3 experience points.
  [[Metaphor]]s can be created and improved by spending [[Experience]] points. Although sometimes Metaphors can be granted by doing various tasks and roleplay, like taking time to learn a skill, being trained by someone, or reading training materials like books.
Like Levels, Metaphors can only be improved incrementally. So a +3 Metaphor can be improved to +4, then +5 and so on.
 
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Latest revision as of 03:27, 21 December 2024

When you have decided on what kind of character you would like to create. You can record all your character stats and information to the character sheet provided: Metaforce Character Sheet (Template)

This Google-Sheets version of the Character Sheet can auto-calculate various stats based on the Attributes, Level and starting parameters given. For more information on what each field and section means, see Character Sheet.

Default Values

As a Game Master, you can set up characters however you like for your game setting. This is a list of defaults if you are unsure:

Attribute		Default Value	Description
Starting Attributes	8		After character creation, character would have this many Attribute points assigned.
Experience		0		Character starts with X experience to level up, or create/boost Metaphor scores.
Base XP to Level	♦		Experience points needed to reach Lv2.
XP to Level Up		2		Additional Experience required after each level-up.
Metaphors		+4, +3, *	Character starts with a set of Metaphors to create skills and proficiency.
HPLV			6		Health Point multiplier for characters. Treated like a Hitdie in traditional games.
MPLV			3		Meta Point multiplier for characters so they can use Meta-Abilities.
Base Body		5		Character starts with an amount of Body Core.
Base Reflex		5		Character starts with an amount of Reflex Core.
Base Mind		5		Character starts with an amount of Mind Core.
Attribute/Lv		1♣ or 2		Number of Attribute points gained per level (after 1st)
ATO			2♣ or 1		Number of Attribute-Training Opportunities per level (including 1st)

* Refers to Secondary Metaphor arrays.
♣ This value is used if Progressions are active.
♦ Usually the same as Starting Attributes.

Attribute-Point Setup

Step 1: Racial-Adjustments

This step first requires the character's Race and Racial Traits be set and defined. Any Attribute modifiers should be applied first, the default amount is a sum total of +2 (either to one or two attributes). If the sum total differs, adjust Starting Attributes accordingly. Optionally, this may also include negative values. Some races may have choices on which Attributes may be improved.

If the game or character doesn’t support/use racial adjustments, this step can be skipped. 

Step 2: Pick a Core Value

The player is asked which of the Core Values they want their character to specialize in, Body, Reflex or Mind? The choice made will grant a +1 to all attributes that are affected by that Core Value.

For reference these are the choices and their effect on this question:
• Body: Gain +1 to Strength, Endurance, Agility and Charisma.
• Reflex: Gain +1 to Agility, Perception, Strength, and Intellect.
• Mind: Gain +1 to Intellect, Charisma, Endurance, and Perception.

Optional: If a character doesn't have Racial adjustments but you still want Starting Attributes to add up to 8, you can make the first two attributes of each choice count as +2s instead of +1.

Step 3: First Level

To finish setup, the Player is asked to add two +1s to different attributes if they already have Attribute points from their Racial-Adjustment.

Regarding Level / Limit

A character is normally not allowed to raise an Attribute score higher than their level, but during character creation and level-ups, any values above the character's level are permitted. Attribute points given by a level up can ignore the Level-limit rule, but using ATOs (Attribute Training Opportunities) to spend experience to increase an Attribute are subject to this rule.

Starting Metaphor Arrays

Primary Metaphors
Normally, each character starts with a +4 and +3 Metaphor, meaning one can create a Metaphor with a +4 Ability score, and then they receive a +3 Metaphor for another ability/power/skill. These two Metaphors are meant to give characters strong starting options for self-defense and utility.

In addition, these Metaphors can also start with the maximum number of Sub-Abilities, or exchange Sub-Abilities to enhance another one. In future, Sub-Abilities can only be obtained and enhanced by spending experience points.

A character decides they want their +4 Metaphor to have two Sub-Abilities at +2 instead of having four at +1. This is allowed because they exchanged a Sub-Ability to enhance one of their remaining choices.

Secondary Metaphors
An additional (+2, +2, +2, +1) array is given to players to fill out their other skills and abilities. These Metaphors can be improved with Experience points if the GM allows it at character creation. This array is created to offer the greatest number of skills and abilities at the start.

Like with any starting Metaphors, each of these secondary Metaphors start with the maximum number of Sub-Abilities for customization, and any Metaphor of +2 or higher can swap Sub-Abilities to enhance a remaining one.

Players may choose a different array with more potent Metaphor values in exchange for variety. Other arrays they can choose include:
• (+3, +2, +1) for a more rounded distribution of Metaphors, or
• (+4) for 'master of one' style of gameplay.

Post-Creation

After a character has been created at level one and their Metaphors written up, they should now be playable in game. Below are ways to continue progressing a character's build after creation.

Character Levels

Character levels can be used by some mechanics for scaling powers and abilities, and serve as requirements for others. Levels can only be gained incrementally, so a level 1 character must ascend to level 2 before they can ascend to level 3, and so on.

The default amount of experience required to level up varies by game, but it should be equal to the character’s starting attribute amount. This increases after every level, based on the XP per Level-up parameter set by the Game-Master.

Raising a character's level will increase their Maximum HP and MP (Half of HPLV and all of MPLV), a number of Attribute points they can add to their Attributes, more Attribute-Training Opportunities (ATOs) and may unlock features on any of their Progressions.

Rules on applying Attribute points
When adding multiple Attribute points granted by a level, you can't add two points to the same attribute, you can, however, raise attributes higher than the character's level this way.

Attribute-Training Opportunities (ATO)
A character gains a number of opportunities to spend experience points to raise an Attribute of their choice equal to their level. The cost is the same as improving a Metaphor. Each time a character gains a new level, they gain a new opportunity, the opportunities stack so they do not need to be redeemed all at once.

Characters usually get at least one ATO per level, but this may differ depending on the Game-Master's settings.

Improving/Creating Metaphors

Metaphors can be created and improved by spending Experience points. Although sometimes Metaphors can be granted by doing various tasks and roleplay, like taking time to learn a skill, being trained by someone, or reading training materials like books.