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Created page with "{| | style="padding:1em; vertical-align:top; align:center;" | __TOC__ | <div style="max-width:80em; align:center; margin:auto;"> There are 6 Attributes ('''Strength''', '''Endurance''', '''Agility''', '''Perception''', '''Intellect''', '''Charisma''') that can be added to various checks, these Attributes contribute towards 3 Core Values ('''Body''', '''Reflex''', '''Mind''') which govern a number of other stats including Health-Points (HP), Meta-Points (MP), Deflection..."
 
→‎Attribute Power Tiers: fixed missing Exert benefits
 
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There are 6 Attributes ('''Strength''', '''Endurance''', '''Agility''', '''Perception''', '''Intellect''', '''Charisma''') that can be added to various checks, these Attributes contribute towards 3 Core Values ('''Body''', '''Reflex''', '''Mind''') which govern a number of other stats including Health-Points (HP), Meta-Points (MP), Deflection and Evasion.
 
==Overview==
==Overview==
  Your character has six primary attributes which can be called upon for Skill checks, as well as affect other values important to their stats. Whenever a character needs to do a check which they have no Metaphor prepared for it, they may add a bonus based on their Attribute dice to aid in the check’s success. This is known an an <code>'''Improvised/Attribute check'''</code>.
  There are 6 Attributes that characters can possess: '''Strength''', '''Endurance''', '''Agility''', '''Perception''', '''Intellect''', and '''Charisma'''. These stats can contribute to the three Core values '''Body''', '''Reflex''', and '''Mind'''. These in turn will increase other stats such as Health-Points (HP), Meta-Points (MP), Deflection and Evasion.
 
A character is usually limited to 10 points per attribute at maximum, unless they have the means to bypass this limitation. Sometimes the Game-Master can allow up to 12 points per Attribute.
 
==Attributes==
Attributes increase a Core value by one (1). Core value in parentheses increases by 0.5. Only whole points count for Cores:
Attribute Core Value Bonus Description
♦ Strength Body (Reflex) “The ability to physically move themself and the things around them”
♦ Endurance Body (Mind) “The ability to maintain their physical health and stamina”
♦ Agility Reflex (Body) “The ability to move both quickly and precisely without fail”
   
   
  ♦ Perception Reflex (Mind) “The ability to be aware of, and react to their surroundings effectively”
  There are two parts to an Attribute, the '''Base bonus''', and the '''Attribute die'''. The base bonus is a fixed number that is used to calculate other stat bonuses, whereas the Attribute die is called upon in certain checks. A character's '''Attribute Tier''' can also determine what bonuses they can apply to checks.
   
   
  ♦ Intellect Mind (Reflex) “The ability to learn, retain and recall information for practical uses”
  The maximum Attribute limit is determined by the Game-Master, however 10 or 12 is a reasonable number for most games.
♦ Charisma Mind (Body) “The ability to influence others and the integrity of one’s personality”


===Attribute Bonus===
==Attributes and Affected Core Values==
  Most skill and combat checks can benefit from the user’s own Attributes. For skill checks, the most appropriate Attribute modifier is added to the total modifiers. For combat/ToHit checks, the kind of Attribute used is dependent on the attack type.
  Attributes increase a Core value by one (1). Core value in parentheses increases by 0.5. Only whole points count for Cores:
Attribute dice may only be used in a check when called upon with an Action, such as <code>'''Setup(Attribute)'''</code>. The value of the Attribute die can then be used to provide a bonus of the user’s choice, either as extra Tohit, additional damage or to inflict an appropriate amount of Status magnitude on hit.


===Improvised Checks===
{| class="wikitable" style="text-align:center; align:center; margin:auto;"
When the character is checked against a circumstance in which they have no skills or abilities that benefit them, they will do so as an Improvised Roll, improvised rolls are usually <code>'''d12 + the relevant attribute’s modifier or die'''</code> for the situation.
|+ Attribute to Core-Value Chart
|-
! Attribute !! +1 bonus !! +0.5 bonus !! Description
|-
| '''<big>Strength</big>''' || Body || (Reflex) || “The ability to physically move themselves and the things around them”
|-
| '''<big>Endurance</big>''' || Body || (Mind) || “The ability to resist harm and maintain their health and stamina”
|-
| '''<big>Agility</big>''' || Reflex || (Body) || “The ability to move both quickly and precisely without fail”
|-
| '''<big>Perception</big>''' || Reflex || (Mind) || “The ability to be aware of, and react to their surroundings effectively”
|-
| '''<big>Intellect</big>''' || Mind || (Reflex) || “The ability to learn, retain and recall information and abilities quickly and accurately”
|-
| '''<big>Charisma</big>''' || Mind || (Body) || “The ability to influence others, resist others, and the strength of one’s resolve”
|}


  Starting at +1 and up to +5, an Attribute gains an Attribute die, which can be used for improvised checks, or enhanced attribute bonuses (when relevant). In order, the dice are d4, d6, d8, d10 and d12. When rolling an improvised check, the character can roll the die and add it to their result, however if the die rolls lower than the character’s modifier, use the modifier instead. Thus a d12 can’t roll lower than 5.
===Attribute Bonus and Dice===
  Most skill and ToHit checks can benefit from the user’s own Attributes. For skill checks, the most appropriate Attribute modifier is added to the total modifiers. For combat/ToHit checks, the kind of Attribute used is dependent on the attack type. Attribute dice are [[Meta Dice]], they have a minimum roll value and can't ''explode''.


  For Attributes of +6 and higher, the attribute die remains the same but the remainder is added as a bonus. As such, an attribute of 10 will give a bonus of d12/5+5 (6 to 17).
===Improvised Checks===
  Whenever a character needs to do a check which they have no [[Metaphor]] prepared for it, they may roll an Attribute (or Improvised) check using that value. The character's Attribute tier may determine whether the Attribute modifier is a flat bonus or a die, check the chart further down for more information.
Improvised rolls are: <code>'''d12 + the relevant attribute’s modifier + Other modifiers'''</code>.


===Attribute Limits===
===Attribute Limit / Metaphor Softcap===
  Except during the Creation phase, a character’s attributes can’t be raised higher than their current Character Level. This is known as the '''Attribute Limit'''. Once a character has leveled high enough, they can begin raising any of their attributes up to their current level.
  Except during the Creation phase and the Attribute point granted from a Level-up, a character’s attributes can’t be raised higher than their current Character Level. This is known as the '''Attribute/Level Limit'''. Once a character has levelled high enough, they can begin raising any of their attributes up to their current level.
The '''Metaphor Softcap''' refers to a cost multiplier when a character tries to increase a Metaphor's rank above +5 (the default). Improving Metaphors above the softcap comes at a x2 cost multiplier (+6 costs 12 XP, instead of 6). Some Metaphors set at creation, along with those linked to high-tier Attributes may have higher softcaps where the cost multiplies later, or removes it entirely for a linear progression. Experience is not refunded if a character spends into a softcap but raises their Attribute tier later, experience always converts into [[Level|LP]] (Level points).


==Core Values==
===Attribute Power Tiers===
  <code>'''<big>Body</big>'''</code> is the core value that helps protects against physiological conditions and harm, like a tolerance for pain and disease. Body directly contributes towards a character's '''Max HP''' and '''Deflection'''.
  '''Attribute Tiers''' affect how a character can apply their Attribute bonuses to checks and abilities. By default characters start at '''Tier 1''', then may attain higher tiers depending on how your Game-master prefers you upgrade your Attribute tiers. Characters always receive the benefits of the features found in the 'Normal' column, whereas they gain additional benefits whenever they 'Exert', this exertion can be triggered at will or whenever a character is using a power or ability that requires they Exert. The Exert effect usually only apply for the check or activity exerted, otherwise it lasts until the character's next turn.
Attribute tiers are sorted into '''Power Levels'''. The difficulty of checks or the payout of their outcomes can be greatly affected depending on which Level they fit into. If a character performs an activity and their Attribute Power level is high enough, they could either have an easier check to pass, get a much better outcome on success, or may simply pass the check automatically due to the skill difference. This can occur even when a character Exerts and the exert effect treats their Attribute as being a Power level higher.
"''The door into the apartment was stuck, like something was blocking the way. The Detective's Strength was Average, he would need to pass a moderately difficult strength check to pass. However his new partner, built like a brickhouse, is Adept at Strength and only needed to pass an easy Strength check to move the door all the way open. If someone of Super Strength were present, they could simply push the door open without needing a check at all."''


'''<big><code>Reflex</code></big>''' is the core value that helps protect and mitigate circumstances such as area effects and falling damage. Reflex improves a character's '''Evasion''', and can reduce the amount of damage taken from falls.
<center>
{| class="wikitable" style="text-align:center"
|+ Attribute Power Tiers
|-
! Power Level !! Tier !! Title !! Normal !! Exerted
|-
|rowspan=2| Weak || 00 || Inept || ♦ Use Base Attribute Value<br>♦ -1 Advantage State penalty.<br>♦ Metaphor softcap lowered to 3. || Negate: ♦ -1 Advantage State Penalty
|-
| 0 || Below-Average || ♦ Use Base Attribute Value.<br>♦ Metaphor softcap lowered to 4. || ♦ Raise power level to Average.
|-
|rowspan=2| Average || 1 || Average || ♦ Roll Attribute Die.<br>♦ Base Metaphor softcap set to 5. || ♦ Add Level to result.
|-
| 2 || Talented || ♦ Roll Attribute die, or Take Average. || ♦ Add Level to result.<br>♦ Raise Power Level to Adept.
|-
|rowspan=2| Adept || 3 || Adept || ♦ Roll Attribute die, or Take Average.<br>♦ Metaphor softcap raised to 6. || ♦ Add Level to result.
|-
| 4 || Gifted || ♦ Roll Attribute die, or Take Average.<br>♦ Add Level to result.<br>♦ Metaphor softcap raised to 8.|| ♦ Raise Power Level to Super.
|-
| Super || 5 || Super || ♦ Roll Attribute die, or Take Average.<br>♦ Add Level to result.<br>♦ Metaphor softcap raised to 10. || ♦ +1 Attribute dice.<br>♦ Raise Power Level to Super+.
|-
| Super+ || 6 || Ascendant || ♦ Roll 2 Attribute dice, or take Average.<br>♦ Add Level to result.<br>♦ Metaphor softcap no longer applies.|| ♦ +1 Attribute dice.<br>♦ Raise Power Level to Apex.
|-
| Apex || 7 || Apex ||  ♦ Roll 3 Attribute dice, or take Average.<br>♦ Add Level to result.|| ♦ +1 Attribute dice.<br>♦ Raise Power level to Apex+.
|-
| Apex+ || 8 || Ultimate || ♦ Roll 4 Attribute dice, or take Average.<br>♦ Add Level to Result. || ♦ Auto-pass any check below Apex Power Level.
|}


  '''<big><code>Mind</code></big>''' is the core value that helps protect against psychological conditions and issues, like a tolerance for Mind-control or Fear. Mind can affect the character's maximum [[Meta Point|Meta Points]].
  '''<u>Legend</u>'''
 
'''Power Level''': Character is considered to be a certain tier of power in all Attribute checks and Metaphors of the appropriate type. Affects the check difficulty or benefits from using the Attribute successfully. It costs 1 [[Level|Training point]] to upgrade to a Average Power Level Tier, Adept costs 2, Super costs 3, and Apex costs 4. Those denoted with plusses (+) are for determining check difficulty and outcomes and are the same as their non-plus counterparts for upgrade purposes.
==Statistics affected by Attributes and Core Values==
===Health Points (HP)===
Maximum health (HP) is based on the character's current level, Body core and a multiplier known as <abbr title="HP Per Level, or traditionally known as a hitdie">HPLV</abbr>, HPLV is at default set to 6, then every time level or Body increases, it goes up by half (3).
   
   
  So a character with HPLV of 6, with a Body of 10 will have:
  '''Title''': Cosmetic name for a particular Tier.
  ♦ 6 starting HP before anything else.
  '''Normal''': These benefits are granted to any check or Metaphor that uses this Attribute. It's automatically given.
♦ Body multiplied by half their HPLV, which is 30.
  '''Exerted''': These benefits are granted on top of Normal benefits when the character 'Exerts' for the Exert cost.
  ♦ Total HP: 36
 
Each time a character levels up, and every time their Body value increases, they gain half of their HPLV in MaxHP.
 
===Meta-Points (MP)===
Meta-Points (MP) are based on the character's MPLV multiplied by the lowest value between all Core Values (Body, Reflex, Mind).
   
   
  So a character with an MPLV of 3,
  '''Base Attribute Value''': The flat bonus provided by an Attribute.
  ♦ 11 Body,
  '''Attribute Die''': [[Meta Dice|Meta-die]] associated with a specific value. (1 = md4, 2 = md6, 3 = md8...etc).
  ♦ 10 Reflex, and
'''Raise Power Level to X''': When a certain tier is exerted, the check/Metaphor can be treated as being a Power Level higher than itself (as indicated by X). Duration follows the same rules as Exert.
  ♦ 10 Mind
  '''Add Level (to result)''': Add Character's [[Level]] to result as if it were a bonus modifier. This bonus is flexible, so it can be added to any numerical modifier, even damage or magnitude.
  Will have a base of 30 MP.
  '''Metaphor Softcap''': In games where maximum Metaphor rank is restricted, higher Attribute tiers enable higher caps or eliminate them entirely. Only for Metaphors that benefit from that Attribute. When hardcaps apply, it is double the softcap amount.
  '''+# Advantage State''': Alters [[Complication|Advantage State]] of the roll, if it is appended with (if lower than Normal), then the state only changes if the user was rolling Disadvantage or worse.
  '''Take Average''': The average of a normal die rounded down, usually means 'half the number of side of a die' as a value to add to a result. When multiple dice can be thrown, multiply average by dice amount (2d6 = 6).
'''+1 Attribute dice''': Roll an additional Attribute die with whatever amount is normally thrown, add to result. Stacks with 'Take Average'.


Each time a character levels up, they gain an amount of MP equal to their MPLV parameter in Max MP.
==Core Values==
For more information about what stats are affected by Attributes, see [[Core Value]] and [[Combat]].


===Evasion & Deflection===
For information on how Attributes are applied, see [[Character Creation]].
'''Evasion''' and '''Deflection''' are stats used in combat scenarios. If the user as a Target Number (TN) for attackers, if their ToHit does not meet the necessary value to bypass either, the character will have evaded their attack.
'''<big>Evasion</big>''' is determined by the user's Reflex value. Evasion can't go lower than 10 unless otherwise specified.
'''<big>Deflection</big>''' is determined by the user's Body value. Deflection can't go lower than the user's Evasion/Reflex.
</div>
</div>
|}
|}

Latest revision as of 02:20, 12 October 2025

Overview

There are 6 Attributes that characters can possess: Strength, Endurance, Agility, Perception, Intellect, and Charisma. These stats can contribute to the three Core values Body, Reflex, and Mind. These in turn will increase other stats such as Health-Points (HP), Meta-Points (MP), Deflection and Evasion.

There are two parts to an Attribute, the Base bonus, and the Attribute die. The base bonus is a fixed number that is used to calculate other stat bonuses, whereas the Attribute die is called upon in certain checks. A character's Attribute Tier can also determine what bonuses they can apply to checks.

The maximum Attribute limit is determined by the Game-Master, however 10 or 12 is a reasonable number for most games.

Attributes and Affected Core Values

Attributes increase a Core value by one (1). Core value in parentheses increases by 0.5. Only whole points count for Cores:
Attribute to Core-Value Chart
Attribute +1 bonus +0.5 bonus Description
Strength Body (Reflex) “The ability to physically move themselves and the things around them”
Endurance Body (Mind) “The ability to resist harm and maintain their health and stamina”
Agility Reflex (Body) “The ability to move both quickly and precisely without fail”
Perception Reflex (Mind) “The ability to be aware of, and react to their surroundings effectively”
Intellect Mind (Reflex) “The ability to learn, retain and recall information and abilities quickly and accurately”
Charisma Mind (Body) “The ability to influence others, resist others, and the strength of one’s resolve”

Attribute Bonus and Dice

Most skill and ToHit checks can benefit from the user’s own Attributes. For skill checks, the most appropriate Attribute modifier is added to the total modifiers. For combat/ToHit checks, the kind of Attribute used is dependent on the attack type. Attribute dice are Meta Dice, they have a minimum roll value and can't explode.

Improvised Checks

Whenever a character needs to do a check which they have no Metaphor prepared for it, they may roll an Attribute (or Improvised) check using that value. The character's Attribute tier may determine whether the Attribute modifier is a flat bonus or a die, check the chart further down for more information.

Improvised rolls are: d12 + the relevant attribute’s modifier + Other modifiers.

Attribute Limit / Metaphor Softcap

Except during the Creation phase and the Attribute point granted from a Level-up, a character’s attributes can’t be raised higher than their current Character Level. This is known as the Attribute/Level Limit. Once a character has levelled high enough, they can begin raising any of their attributes up to their current level.

The Metaphor Softcap refers to a cost multiplier when a character tries to increase a Metaphor's rank above +5 (the default). Improving Metaphors above the softcap comes at a x2 cost multiplier (+6 costs 12 XP, instead of 6). Some Metaphors set at creation, along with those linked to high-tier Attributes may have higher softcaps where the cost multiplies later, or removes it entirely for a linear progression. Experience is not refunded if a character spends into a softcap but raises their Attribute tier later, experience always converts into LP (Level points).

Attribute Power Tiers

Attribute Tiers affect how a character can apply their Attribute bonuses to checks and abilities. By default characters start at Tier 1, then may attain higher tiers depending on how your Game-master prefers you upgrade your Attribute tiers. Characters always receive the benefits of the features found in the 'Normal' column, whereas they gain additional benefits whenever they 'Exert', this exertion can be triggered at will or whenever a character is using a power or ability that requires they Exert. The Exert effect usually only apply for the check or activity exerted, otherwise it lasts until the character's next turn.

Attribute tiers are sorted into Power Levels. The difficulty of checks or the payout of their outcomes can be greatly affected depending on which Level they fit into. If a character performs an activity and their Attribute Power level is high enough, they could either have an easier check to pass, get a much better outcome on success, or may simply pass the check automatically due to the skill difference. This can occur even when a character Exerts and the exert effect treats their Attribute as being a Power level higher.

"The door into the apartment was stuck, like something was blocking the way. The Detective's Strength was Average, he would need to pass a moderately difficult strength check to pass. However his new partner, built like a brickhouse, is Adept at Strength and only needed to pass an easy Strength check to move the door all the way open. If someone of Super Strength were present, they could simply push the door open without needing a check at all."
Attribute Power Tiers
Power Level Tier Title Normal Exerted
Weak 00 Inept ♦ Use Base Attribute Value
♦ -1 Advantage State penalty.
♦ Metaphor softcap lowered to 3.
Negate: ♦ -1 Advantage State Penalty
0 Below-Average ♦ Use Base Attribute Value.
♦ Metaphor softcap lowered to 4.
♦ Raise power level to Average.
Average 1 Average ♦ Roll Attribute Die.
♦ Base Metaphor softcap set to 5.
♦ Add Level to result.
2 Talented ♦ Roll Attribute die, or Take Average. ♦ Add Level to result.
♦ Raise Power Level to Adept.
Adept 3 Adept ♦ Roll Attribute die, or Take Average.
♦ Metaphor softcap raised to 6.
♦ Add Level to result.
4 Gifted ♦ Roll Attribute die, or Take Average.
♦ Add Level to result.
♦ Metaphor softcap raised to 8.
♦ Raise Power Level to Super.
Super 5 Super ♦ Roll Attribute die, or Take Average.
♦ Add Level to result.
♦ Metaphor softcap raised to 10.
♦ +1 Attribute dice.
♦ Raise Power Level to Super+.
Super+ 6 Ascendant ♦ Roll 2 Attribute dice, or take Average.
♦ Add Level to result.
♦ Metaphor softcap no longer applies.
♦ +1 Attribute dice.
♦ Raise Power Level to Apex.
Apex 7 Apex ♦ Roll 3 Attribute dice, or take Average.
♦ Add Level to result.
♦ +1 Attribute dice.
♦ Raise Power level to Apex+.
Apex+ 8 Ultimate ♦ Roll 4 Attribute dice, or take Average.
♦ Add Level to Result.
♦ Auto-pass any check below Apex Power Level.
Legend
Power Level: Character is considered to be a certain tier of power in all Attribute checks and Metaphors of the appropriate type. Affects the check difficulty or benefits from using the Attribute successfully. It costs 1 Training point to upgrade to a Average Power Level Tier, Adept costs 2, Super costs 3, and Apex costs 4. Those denoted with plusses (+) are for determining check difficulty and outcomes and are the same as their non-plus counterparts for upgrade purposes.

Title: Cosmetic name for a particular Tier.
Normal: These benefits are granted to any check or Metaphor that uses this Attribute. It's automatically given.
Exerted: These benefits are granted on top of Normal benefits when the character 'Exerts' for the Exert cost.

 Base Attribute Value: The flat bonus provided by an Attribute.
Attribute Die: Meta-die associated with a specific value. (1 = md4, 2 = md6, 3 = md8...etc).
Raise Power Level to X: When a certain tier is exerted, the check/Metaphor can be treated as being a Power Level higher than itself (as indicated by X). Duration follows the same rules as Exert.
Add Level (to result): Add Character's Level to result as if it were a bonus modifier. This bonus is flexible, so it can be added to any numerical modifier, even damage or magnitude.
Metaphor Softcap: In games where maximum Metaphor rank is restricted, higher Attribute tiers enable higher caps or eliminate them entirely. Only for Metaphors that benefit from that Attribute. When hardcaps apply, it is double the softcap amount.
+# Advantage State: Alters Advantage State of the roll, if it is appended with (if lower than Normal), then the state only changes if the user was rolling Disadvantage or worse.
Take Average: The average of a normal die rounded down, usually means 'half the number of side of a die' as a value to add to a result. When multiple dice can be thrown, multiply average by dice amount (2d6 = 6).
+1 Attribute dice: Roll an additional Attribute die with whatever amount is normally thrown, add to result. Stacks with 'Take Average'.

Core Values

For more information about what stats are affected by Attributes, see Core Value and Combat.

For information on how Attributes are applied, see Character Creation.