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→‎Exert Bonus: improved logic, added example
 
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  A '''Save''' occurs when an attacker or trigger fails to beat the target's '''Status Threshold''' for one of their [[Core value]]s. Failing the save inflicts an amount of Status [[Magnitude]] for a condition. Some conditions can be recovered from using the Save mechanic as well, only the one affected rolls.
  A '''Save''' occurs when an attacker or trigger meets or beats their target's [[Status Threshold]]. The target rolls the appropriate dice and modifiers to meet or beat the attacker's result and if they do, they can reduce the Status [[magnitude]] by half.


==Exerting to Save==
==Save Process==
  The defender of a Status infliction interaction can [[Exert]] in order to roll for their Save, the defender must '''declare''' this Exert before the results of the attacker's check resolves.
  If an attack has some Status effect, a value known as '''Magnitude''' is inflicted upon the target. The status will attack the target's Body, Reflex or Mind Core value. If the magnitude meets or exceeds this value, the defender can roll to '''Save''' against the condition's full effects. Otherwise the status ailment fails to be inflicted.
 
==Status Threshold==
Similar to, but separate from Core Values. The Status Threshold is the defensive statistic for affecting a character's Core values, much like how [[Evasion]] and [[Deflection]] does for regular attacks.
   
   
  Certain Metaphors like [[Recommended Metaphors|Fitness]] and '''Discipline-Will''' can raise a character's Body and Mind Status Thresholds respectively. The '''Dodge''' Metaphor can be customised to include increases to the Reflex Status Threshold.
  Some Status magnitudes '''persist''' or linger on a target, this does not inflict the Status condition upon the target, but will be added as a bonus to subsequent attempts.
 
==Rolling Saves==
A Save occurs against a specific [[Core Value]] of a character. Physical conditions against Body, Psychological conditions against Mind, and effects mitigated by good movement with Reflex. The attacker's goal is to meet or beat the defender's '''Status Threshold''' for the targeted core.
   
   
  The Target number an opponent's magnitude/effect will inflict is usually the sum of:
'''Save Formula'''
  '''[ d12 + attack Attribute + Metaphor bonuses ]'''
  The formula to roll a Save a condition is:
  '''[ d12 + Appropiate Attribute + Modifiers ]'''
   
   
  If the Defender [[Exert]]s, they can then roll the appropriate Attribute dice and add its result to their Status threshold, if it causes the attacker to fail, the defender Saves.
  '''Endurance''' is used for Body-affecting conditions, and '''Charisma''' is used for psychological conditions. Otherwise a condition will specify which Attributes can be used.
The defender succeeds on their save if the opponent's magnitude fails to beat their Status Threshold, or if the defender Exerts and their result beats the attacker's.


==Resolving Saves==
==Exert Bonus==
  Depending on whether the defender succeeds or fails their saves, as well as the [[Magnitude]] of the status versus the defender's Status threshold determines the '''severity''' of the condition.
  Before the defending target rolls a Save, the defender may [[Exert]] 1: Regardless of the Save succeeding or failing, the result of the '''Attribute die''' reduces Status magnitude taken by its result, and in the case of success, this reduction occurs '''after''' it is halved.
  '''Successful Save'''
If a condition has no lingering/persisting magnitude and the attacker fails to beat the defender's Status Threshold, the user succeeds the save and takes no status magnitude.
'''Successful, but Suppressed Save'''
If the defender Saves the condition but the magnitude lingers/persists, the magnitude is reduced by '''half''' (rounded down) and '''Suppressed'''. Suppressed conditions do not do anything to the affected creature but this magnitude is added to future attempts to inflict the condition.
 
'''Failed Save'''
If the attacker rolls a result equal or greater than the user's Status threshold, the defender '''fails the Save''' and becomes affected with the condition with the proper magnitude.
   
   
  '''Excess Magnitude'''
  <small>''"The Detective has a flask of acid thrown at them while fighting in a laboratory of a suspect. The Acid flask can inflict Acid Burn with a magnitude of 12, this exceeds the Detective's Body value of 10. The Detective makes a Body Save with TN 12, their Endurance rank is 1 so they get to roll a d4 and it comes up as 3. If she Exerts 1 to resist the condition, then she will roll the save and deduct 3 from the magnitude taken whether she succeeds or not. Down to 9 points on failure and to 3 on success."''</small>
If the magnitude of a Status condition exceeds the Status Threshold of a character by '''10 or more''', the effects of the condition will become more severe or add additional complications, depending on the condition.


[[Category:Mechanics]]
[[Category:Mechanics]]

Latest revision as of 03:27, 26 February 2026

A Save occurs when an attacker or trigger meets or beats their target's Status Threshold. The target rolls the appropriate dice and modifiers to meet or beat the attacker's result and if they do, they can reduce the Status magnitude by half.

Save Process

If an attack has some Status effect, a value known as Magnitude is inflicted upon the target. The status will attack the target's Body, Reflex or Mind Core value. If the magnitude meets or exceeds this value, the defender can roll to Save against the condition's full effects. Otherwise the status ailment fails to be inflicted.

Some Status magnitudes persist or linger on a target, this does not inflict the Status condition upon the target, but will be added as a bonus to subsequent attempts.

Save Formula
The formula to roll a Save a condition is:
[ d12 + Appropiate Attribute + Modifiers ]

Endurance is used for Body-affecting conditions, and Charisma is used for psychological conditions. Otherwise a condition will specify which Attributes can be used.

Exert Bonus

Before the defending target rolls a Save, the defender may Exert 1: Regardless of the Save succeeding or failing, the result of the Attribute die reduces Status magnitude taken by its result, and in the case of success, this reduction occurs after it is halved.

"The Detective has a flask of acid thrown at them while fighting in a laboratory of a suspect. The Acid flask can inflict Acid Burn with a magnitude of 12, this exceeds the Detective's Body value of 10. The Detective makes a Body Save with TN 12, their Endurance rank is 1 so they get to roll a d4 and it comes up as 3. If she Exerts 1 to resist the condition, then she will roll the save and deduct 3 from the magnitude taken whether she succeeds or not. Down to 9 points on failure and to 3 on success."