Attribute: Difference between revisions

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attribute tier update
attribute page rewrite. more tier tweaks. added bonus mechanic
 
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  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 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!
  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.
  The maximum Attribute limit is determined by the Game-Master, however 10 or 12 is a reasonable number for most games.
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| '''<big>Strength</big>''' || Body || (Reflex) || “The ability to physically move themselves and the things around them”
| '''<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>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>Agility</big>''' || Reflex || (Body) || “The ability to move both quickly and precisely without fail”
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| '''<big>Perception</big>''' || Reflex || (Mind) || “The ability to be aware of, and react to their surroundings effectively”
| '''<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>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 and the integrity of one’s personality”
| '''<big>Charisma</big>''' || Mind || (Body) || “The ability to influence others, resist others, and the strength of one’s resolve”
|}
|}


===Attribute Bonus and Dice===
===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.
  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''.
'''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===
===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 <code>'''d12 + the relevant attribute’s modifier'''</code> for the situation.
  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.
   
   
  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 rolls are: <code>'''d12 + the relevant attribute’s modifier + Other modifiers'''</code>.


===Attribute Limits===
===Attribute Limits===
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  '''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 their abilities and power in comparison to their reality. Characters can add their Attribute bonus normally, or 'Exert'. The Exerted version grants a greater benefit to checks and Metaphors than the default, but often requires paying a cost in Metapoints, stacks of Exertion (status) or otherwise.
  '''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 their abilities and power in comparison to their reality. Characters can add their Attribute bonus normally, or 'Exert'. The Exerted version grants a greater benefit to checks and Metaphors than the default, but often requires paying a cost in Metapoints, stacks of Exertion (status) or otherwise.
   
   
  Characters with Tier 1 Attributes generally have no special talent in that ability. Tier 2 can represent a species with heightened ability in that attribute, or someone practised in that field. Tier 3 can appear for those who are at the peak of their ability for their species or field.
  Each tier also has a '''Bonus''', which is added to the character's Attribute and the Core Value it represents. For instance, Tier 2 in Strength will give a +1 bonus to Strength the Attribute, and +1 to Body as Strength represents it. This essentially becomes a +2 bonus to Body because of Strength granting a Core value point by itself.
   
   
  Tiers 4 may be suitable for extremely powerful characters, whereas tier 5 should be used sparingly because of its lack of Exertion (and in optional rules, Exert to instantly succeed in checks and contests.) Tier 0 exists as a possible hinderance Attribute tier for some characters and species to tap into.
  Most characters will generally have Attributes in tiers 1 to 3, gained from Nature and Nurture sources (Racial adjustments, Class/Role training...etc), some characters may reach the pinnacle of tier 4 if certain powers and abilities call for it. Once a character reaches tier 5 and 6 they becomes extremely powerful in their respective attributes and care should be taken to ensure their power doe not negatively impact your games. Consider using or creating [[Metaphor]]s to simulate powerful abilities rather than using high Attribute tiers.


<center>
<center>
{| class="wikitable"
{| class="wikitable" style="text-align:center"
|+ Attribute Power Tiers
|+ Attribute Power Tiers
|-
|-
! Tier !! Example Character !! Normal !! Exerted
! Tier !! Bonus !! Title !! Normal !! Exerted
|-
|-
| 0 (Flawed) || Injured / Disabled Character || ♦ Use Base Attribute Value.<br>♦ Reduce Advantage State by one. || Negate: ♦ Reduce Advantage State by one.
| 1 || +0 || Average || ♦ Use Base Attribute Value || Instead: ♦ Use Base Attribute Value and Roll Attribute Die
|-
|-
| 1 (Average) || Average Adventurer || ♦ Use Base Attribute Value. || Instead: ♦ Roll Attribute Die
| 2 || +1 || Talented || ♦ Roll Attribute Die || And: ♦ Add Level value to result
|-
|-
| 2 (Talented) || Street-Level Hero || ♦ Roll Attribute Die. || And: ♦ Add Level value to result.<br>-OR-<br>Instead: ♦ Use maximum value of Attribute die.
| 3 || +2 || Gifted || ♦ Roll Attribute die<br>♦ Add Level to result || Instead: ♦ Use maximum value of Attribute die
|-
|-
| 3 (Peak) || International Superhero || ♦ Roll Attribute die.<br>♦ Add Level to result. || And: ♦ Increase roll Advantage state by one.<br>-or-<br>Instead: ♦ Use maximum value of Attribute die.
| 4 || +3 || Apex || ♦ Use maximum value of Attribute die<br>♦ Add Level to result. || Add: ♦ Enforce Advantage rolls until next turn
|-
|-
| 4 (Apex) || Galactic Superhero || ♦ Use maximum value of Attribute die.<br>♦ Add Level to result. || Add: ♦ Checks always at Advantage.
| 5 || +3 || Super || ♦ Use max value of Attribute Die<br>♦ Add Level to result<br>♦ Enforce Normal or higher Advantage State for rolls || Add: ♦ d12s explode on a 10, 11 or 12
|-
|-
| 5 (Super) || Pinnacle Superbeing || ♦ Use max value of Attribute Die.<br>♦ Add Level to result.<br>♦ Checks roll no lower than 'Normal' advantage. || Instead: ♦ Treat d12 roll as 12, trigger critical effect.
| 6 || +4 || Ultimate || ♦ Use max value of Attribute Die<br>♦ Add Level to result<br>♦ Enforce Normal or higher Advantage state for rolls<br>♦ d12s explodes on 10, 11, or 12 || ♦ Automatic 12 on d12 rolls (once per exertion)
|-
| 6 (Ultimate) || Demigod ||  ♦ Use max value of Attribute Die.<br>♦ Add Level to result.<br>♦ Treat d12 roll as 12. || ♦ Nothing.<br> -or-<br>♦ Automatically succeed at one check per exertion.
|}
|}
'''<u>Legend</u>'''
'''Bonus''': Bonus to appropriate Attribute, and to the [[Core Value]] it represents.
  '''Base Attribute Value''': The flat bonus provided by an Attribute.
'''Attribute Die''': [[Meta Dice|Meta-die]] associated with a specific value. (1 = md4, 2 = md6, 3 = md8...etc).
'''Add Level to result''': Add Character's [[Level]] to result as if it were a bonus modifier.
'''Enforce Advantage''': Rolls are made with Advantage rolls (roll twice, take highest), regardless of circumstance.
'''Enforce Advantage State (Normal)''': Forces a roll to be made with Normal rules (roll once, take result), only when original roll is [[Complication|Disadvantage or lower]]. If roll is Normal, enforce Advantage.
'''Explode on 10, 11, or 12''': Alters the [[Meta Dice|critical threshold]] for a d12 to trigger on rolling a 10, 11 or 12 when rolling a regular d12.
'''Automatic 12''': Treats the roll of a d12 as if it had rolled 12, ensuring a dice explosion and Meta-d12 bonus die.
</center>
</center>
==Core Values==
==Core Values==
For more information about what stats are affected by Attributes, see [[Core Value]] and [[Combat]].
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]].
</div>
</div>
|}
|}

Latest revision as of 04:09, 4 September 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 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.

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 their abilities and power in comparison to their reality. Characters can add their Attribute bonus normally, or 'Exert'. The Exerted version grants a greater benefit to checks and Metaphors than the default, but often requires paying a cost in Metapoints, stacks of Exertion (status) or otherwise.

Each tier also has a Bonus, which is added to the character's Attribute and the Core Value it represents. For instance, Tier 2 in Strength will give a +1 bonus to Strength the Attribute, and +1 to Body as Strength represents it. This essentially becomes a +2 bonus to Body because of Strength granting a Core value point by itself.

Most characters will generally have Attributes in tiers 1 to 3, gained from Nature and Nurture sources (Racial adjustments, Class/Role training...etc), some characters may reach the pinnacle of tier 4 if certain powers and abilities call for it. Once a character reaches tier 5 and 6 they becomes extremely powerful in their respective attributes and care should be taken to ensure their power doe not negatively impact your games. Consider using or creating Metaphors to simulate powerful abilities rather than using high Attribute tiers.
Attribute Power Tiers
Tier Bonus Title Normal Exerted
1 +0 Average ♦ Use Base Attribute Value Instead: ♦ Use Base Attribute Value and Roll Attribute Die
2 +1 Talented ♦ Roll Attribute Die And: ♦ Add Level value to result
3 +2 Gifted ♦ Roll Attribute die
♦ Add Level to result
Instead: ♦ Use maximum value of Attribute die
4 +3 Apex ♦ Use maximum value of Attribute die
♦ Add Level to result.
Add: ♦ Enforce Advantage rolls until next turn
5 +3 Super ♦ Use max value of Attribute Die
♦ Add Level to result
♦ Enforce Normal or higher Advantage State for rolls
Add: ♦ d12s explode on a 10, 11 or 12
6 +4 Ultimate ♦ Use max value of Attribute Die
♦ Add Level to result
♦ Enforce Normal or higher Advantage state for rolls
♦ d12s explodes on 10, 11, or 12
♦ Automatic 12 on d12 rolls (once per exertion)
Legend
Bonus: Bonus to appropriate Attribute, and to the Core Value it represents.
 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).
Add Level to result: Add Character's Level to result as if it were a bonus modifier.
Enforce Advantage: Rolls are made with Advantage rolls (roll twice, take highest), regardless of circumstance.
Enforce Advantage State (Normal): Forces a roll to be made with Normal rules (roll once, take result), only when original roll is Disadvantage or lower. If roll is Normal, enforce Advantage.
Explode on 10, 11, or 12: Alters the critical threshold for a d12 to trigger on rolling a 10, 11 or 12 when rolling a regular d12.
Automatic 12: Treats the roll of a d12 as if it had rolled 12, ensuring a dice explosion and Meta-d12 bonus die.

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.