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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..."
 
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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==
  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 will be used to calculate other stat bonuses, whereas the Attribute die is called upon in certain 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. Through tue use of certain Meta-abilities or character traits, they can roll their Attribute die on failed checks and add it to the result to potentially turn it into a success!
The maximum Attribute limit is determined by the Game-Master, however 10 or 12 is a reasonable number for most games.


==Overview==
==Attributes and Affected Core Values==
  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>.
  Attributes increase a Core value by one (1). Core value in parentheses increases by 0.5. Only whole points count for Cores:


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.
{| class="wikitable" style="text-align:center; align:center; margin:auto;"
|+ 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 maintain their physical 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 for practical uses”
|-
| '''<big>Charisma</big>''' || Mind || (Body) || “The ability to influence others and the integrity of one’s personality”
|}


==Attributes==
===Attribute Bonus and Dice===
  Attributes increase a Core value by one (1). Core value in parentheses increases by 0.5. Only whole points count for Cores:
  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 Core Value Bonus Description
  '''Attribute saves'''
  ♦ Strength Body (Reflex) “The ability to physically move themself and the things around them”
  Whenever a character fails a check, they may be able to use the appropriate Attribute die to roll and add its result to the failed check, if the total is enough to succeed, it succeeds instead. Attribute dice are [[Meta Dice]], they have a minimum roll value and can't ''explode''.
   
   
  ♦ Endurance Body (Mind) “The ability to maintain their physical health and stamina”
  Normally, to use an Attribute save, a character would need to spend MP equal to the Attribute bonus (thus it costs 3MP to use an Attribute die at md8, with a +3 Attribute). If a character is of a species or has the '''Attrisave''' trait for that attribute, no MP is required and the character can always roll Attribute dice for failed checks. If they have '''Attriboost''', then they may roll any time a check involves the affected Attribute.
   
   
  ♦ Agility Reflex (Body) “The ability to move both quickly and precisely without fail”
  Regardless of method used, the character can only roll their Attribute die once and a check that fails will fail canonically. MP is spent if a check would succeed and does not if it still fails.
♦ 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 for practical uses”
♦ Charisma Mind (Body) “The ability to influence others and the integrity of one’s personality”


===Attribute Bonus===
===Improvised Checks===
  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.
  When the character is checked against a circumstance in which they have no skills or abilities (Metaphors) that benefit them, they will do so as an Improvised Roll, improvised rolls are usually <code>'''d12 + the relevant attribute’s modifier'''</code> for the situation.
   
   
  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.
  Even during these circumstances, a character can still benefit from an Attribute save should they fail a check of a particular Attribute, but only if they have one. (Attributes with 0 have no bonus and no dice to roll).
 
===Improvised Checks===
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.
 
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.
 
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).


===Attribute Limits===
===Attribute Limits===
  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.
 
==Core Values==
<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'''.
 
'''<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.


  '''<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]].
===AttriSave, AttriBoost, & Plus-Level===
 
  '''Attrisave''', as explained above, allows a character to roll their Attribute dice in order to 'save' against failed rolls. '''Plus-Level''' is a property where a character automatically adds their character level to checks involving that Attribute. '''Attriboost''' allows a character to add the result of their Attribute die to any relevant check, the user would not need to fail a check to trigger this property.
==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:
  Attrisave and Plus-Level grant the character a +1 starting Attribute bonus (which affects starting Metaphor values). Attriboost grants a +2 starting Attribute bonus, but overwrites/does-not-stack with Attrisave.
♦ 6 starting HP before anything else.
♦ Body multiplied by half their HPLV, which is 30.
♦ Total HP: 36


Each time a character levels up, and every time their Body value increases, they gain half of their HPLV in MaxHP.
==Core Values==
 
For more information about what stats are affected by Attributes, see [[Core Value]] and [[Combat]].
===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,
♦ 11 Body,
♦ 10 Reflex, and
♦ 10 Mind
Will have a base of 30 MP.
 
Each time a character levels up, they gain an amount of MP equal to their MPLV parameter in Max MP.
 
===Evasion & Deflection===
'''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 08:53, 17 June 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 will be used to calculate other stat bonuses, whereas the Attribute die is called upon in certain 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. Through tue use of certain Meta-abilities or character traits, they can roll their Attribute die on failed checks and add it to the result to potentially turn it into a success!

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 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”
Intellect Mind (Reflex) “The ability to learn, retain and recall information for practical uses”
Charisma Mind (Body) “The ability to influence others and the integrity of one’s personality”

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 saves
Whenever a character fails a check, they may be able to use the appropriate Attribute die to roll and add its result to the failed check, if the total is enough to succeed, it succeeds instead. Attribute dice are Meta Dice, they have a minimum roll value and can't explode.

Normally, to use an Attribute save, a character would need to spend MP equal to the Attribute bonus (thus it costs 3MP to use an Attribute die at md8, with a +3 Attribute). If a character is of a species or has the Attrisave trait for that attribute, no MP is required and the character can always roll Attribute dice for failed checks. If they have Attriboost, then they may roll any time a check involves the affected Attribute.

Regardless of method used, the character can only roll their Attribute die once and a check that fails will fail canonically. MP is spent if a check would succeed and does not if it still fails.

Improvised Checks

When the character is checked against a circumstance in which they have no skills or abilities (Metaphors) that benefit them, they will do so as an Improvised Roll, improvised rolls are usually d12 + the relevant attribute’s modifier for the situation.

Even during these circumstances, a character can still benefit from an Attribute save should they fail a check of a particular Attribute, but only if they have one. (Attributes with 0 have no bonus and no dice to roll).

Attribute Limits

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.

AttriSave, AttriBoost, & Plus-Level

Attrisave, as explained above, allows a character to roll their Attribute dice in order to 'save' against failed rolls. Plus-Level is a property where a character automatically adds their character level to checks involving that Attribute. Attriboost allows a character to add the result of their Attribute die to any relevant check, the user would not need to fail a check to trigger this property.

Attrisave and Plus-Level grant the character a +1 starting Attribute bonus (which affects starting Metaphor values). Attriboost grants a +2 starting Attribute bonus, but overwrites/does-not-stack with Attrisave.

Core Values

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