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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
  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.
♦ 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”
  The maximum Attribute limit is determined by the Game-Master, however 10 or 12 is a reasonable number for most games.
♦ 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===
==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 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==
===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 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.
 
'''<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.
  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.
 
  '''<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]].
 
==Stats 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:
  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.
♦ 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.
<center>
{| class="wikitable" style="text-align:center"
|+ 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<br>♦ Add Level to result || 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
|-
| 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
|-
| 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)
|}


===Meta-Points (MP)===
'''<u>Legend</u>'''
Meta-Points (MP) are based on the character's MPLV multiplied by the lowest value between all Core Values (Body, Reflex, Mind).
'''Bonus''': Bonus to appropriate Attribute, and to the [[Core Value]] it represents.
   
  '''Base Attribute Value''': The flat bonus provided by an Attribute.
So a character with an MPLV of 3,
'''Attribute Die''': [[Meta Dice|Meta-die]] associated with a specific value. (1 = md4, 2 = md6, 3 = md8...etc).
  11 Body,
'''Add Level to result''': Add Character's [[Level]] to result as if it were a bonus modifier.
10 Reflex, and
'''Enforce Advantage''': Rolls are made with Advantage rolls (roll twice, take highest), regardless of circumstance.
  ♦ 10 Mind
  '''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.
Will have a base of 30 MP.
  '''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>


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.
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|}
|}

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.