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Character Creation: Difference between revisions

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  When you have decided on what kind of character you would like to create. You can record all your character stats and information to the character sheet provided: [https://docs.google.com/spreadsheets/d/1LW2_xME7MItWH1jfz711WY0tKHBHugYz3ftupmVjNGQ/edit?usp=sharing Metaforce Character Sheet (Template)]
__TOC__
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<div style="max-width:75em; align:center; margin:auto;">
  When you have decided on what kind of character you would like to create. You can try recording all your character stats and information to the character sheet provided: [https://docs.google.com/spreadsheets/d/1LW2_xME7MItWH1jfz711WY0tKHBHugYz3ftupmVjNGQ/edit?usp=sharing Metaforce Character Sheet (Template)]
   
   
  You can use the character sheet to auto-calculate various stats based on the Attributes, Level and starting parameters given. For more information on what each field and section means, see [[Character Sheet]]. This page will explain how to build a character for a standard game.
  This Google-Sheets version of the Character Sheet can auto-calculate various stats based on the Attributes, Level and starting parameters given.


==Default Values==
==Default Values==
  Attribute Default Value Description
  As a Game Master, you can set up characters however you like for your game setting. This is a list of defaults if you are unsure:
Starting Attributes 8 Character gains Attribute points based on questions answered at creation.
{| class="wikitable"
Experience 0 Character starts with X experience to level up, or create/boost Metaphor scores.
|-
Base XP to Level 8 [[Experience]] points needed to reach Lv2.
! Parameter !! Recommended Value !! Description
XP to Level Up 2 Additional '''Experience''' required to level up beyond 1st.
|-
Metaphors +5, +3, * Character starts with a set of Metaphors to create skills and proficiency.
| Base HP || 10 || Starting amount of Hit Points for a Medium character. (Check [[Size]] or character [[Race]] for different values, same with HPLV.)
HPLV 6 Health Point multiplier for characters. Treated like a Hitdie in traditional games.
|-
MPLV 3 Meta Point multiplier for characters so they can use [[Meta Point|Meta-Abilities]].
| HPLV || 4 || Extra Hit Points given for each Level and Body point.
Base Body 5 Character starts with an amount of Body Core.
|-
Base Reflex 5 Character starts with an amount of Reflex Core.
| Base MP || 12 || Starting amount of [[Meta Point]]s.
Base Mind 5 Character starts with an amount of Mind Core.
|-
  Attribute/Lv 1♣ or 2 Number of Attribute points gained per level (after 1st)
| MPLV || 3 || Extra Meta-points given for each level.
ATO 2♣ or 1 Number of Attribute-Training Opportunities per level (including 1st)
|-
| Base Body || 5 || Starting amount of Body Core value, may be affected by character creation options.
* Refers to Secondary Metaphor arrays.
|-
This value is used if [[Progression|Progressions]] are active.
| Base Reflex || 5 || Starting amount of Reflex Core value, may be affected by character creation options.
|-
| Base Mind || 5 || Starting amount of Mind Core value, may be affected by character creation options.
|}
 
==Attribute Setup==
  To create a character foundation you start with their Attribute Points. Depending on your game settings, some of these steps may be changed or skipped. This is a breakdown of the typical Attribute setup.


==Attribute-Point Setup==
===Step 1: Racial-Adjustments===
===Step 1: Racial-Adjustments===
  If the character has racial adjustments due to their race/species that affects Attributes, this is done first. Usually it would be '''two +1s''' to the appropriate Attribute scores that apply to them. Optionally, this may also include negative values. If the game doesn’t support racial adjustments, this step can be skipped. Some races may have choices on which Attributes may be improved, there is a degree of freedom in how a character's race/species can affect their starting values.
  A character's species and/or genetic base can serve physiological and cultural adjustments to Attribute scores. Because each species can vary, this step is very dependant on what is written on the [[Race|Racial]] information of each species.
Other attribute-based bonuses and features will be present, but the most relevant one here are the '''Attribute Points''' given. +1s and +2s are common with species who are naturally keen in these areas. '''Negative scores''' are also possible.
If the game or character doesn’t support/use racial adjustments, this step can be '''skipped'''.


===Step 2: Pick a Core Value===
===Step 2: Pick a Core Value===
  The player is asked '''which of the core values''' they want their character to '''specialize''' in, <code>'''Body'''</code>, <code>'''Reflex'''</code> or <code>'''Mind'''</code>? The choice made will grant a +1 to all attributes that are affected by that Core Value.
  Ask the player:
'''"Which of the [[Core Value]]s''' do you want your character to '''specialise''' in?
<code>'''Body'''</code>, <code>'''Reflex'''</code>, or <code>'''Mind'''</code>?"
   
   
  For reference these are the choices and their effect on this question:
  The player's choice will determine their '''starting Attribute point''' allocations, this '''stacks''' with points gained from the character's race/species. The character always gains +1 to their primary core Attributes. They then get '''three''' Attribute points to distribute to any Attributes affected by the Core value.
'''Body''': Gain +1 to Strength, Endurance, Agility and Charisma.
'''Reflex''': Gain +1 to Strength, Agility, Perception and Intellect.
'''Mind''': Gain +1 to Endurance, Perception, Intellect and Charisma.


===Step 3: First Level===
{| class="wikitable" style="text-align:center;"
To finish setup, the Player is asked to '''add two +1s to different attributes''' if they already have Attribute points from their Racial-Adjustment. If they do not have Racial-Adjustments or the Adjustment gives '''free choice''' during this step, then it becomes '''add four +1s to different attributes''' instead.
|-
|colspan=99 | Core Value Allocations are as follows:
|-
| '''Core Value''' || '''Primary Attributes'''<br><small>(Mandatory +1s)</small> || '''All affected Attributes'''<br><small>(Three +1s to any Attributes shown)</small>
|-
| Body || Strength & Endurance || Strength, Endurance, Agility, and/or Charisma
|-
| Reflex || Agility & Perception || Strength, Agility, Perception, and/or Intellect
|-
| Mind || Intellect & Charisma || Endurance, Perception, Intellect, and/or Charisma.
|}
If the character or scenario '''doesn't use''' or support racial adjustments, then increase the mandatory +1 values to '''+2s'''.
A player can opt to move one Primary Attribute +1 to another Attribute (even a secondary attribute), but they must have at least one primary attribute intact. i.e. Choosing Body as a Core can let you '''swap out''' Strength or Endurance for Agility or Charisma, but '''not both'''.


===Regarding Level / Limit===
===Step 3: Level up to First Level===
  A character is '''normally''' not allowed to have an Attribute score that is higher than their level, but during character creation, any values above 1 are '''permitted'''.
  Just like with any level up, the character gains an Attribute point they can assign to any Attribute, even if it raises it higher than their level. Then to finish, the character gains benefits as if they had increased their [[Level]] to 1. They gain a Training point and stats are updated to the new level. If the character acquires anything at 1st level, they gain it now.
However depending on what steps are taken, there is a limit to how high a single Attribute can become. If a character goes through all three steps (So, including Racial-Adjustments), it is possible to have up to '''+3''' in an Attribute. But if the Adjustment step is '''skipped''' for some reason, then the character should only have at most '''+2''' Attributes at level one.


==Starting Metaphor Arrays==
==Starting Metaphor Arrays==
  '''Primary Metaphors'''
  '''Primary Metaphors'''
  Normally, each character starts with a '''+4 and +3 [[Metaphor]]''', meaning one can create a Metaphor with a +4 Ability score, and then they receive a +3 Metaphor for another ability/power/skill. These two Metaphors are meant to give characters strong starting options for self-defense and utility.
  Normally, each character starts with a '''+4 and +3 [[Metaphor]]''', meaning one can create a Metaphor with a +4 Rank, and another Metaphor at +3 Rank. In addition, these Metaphors also start with a number of Metaphor components equal to their rank, or combine ranks to singular components.
 
''<small>"A character decides they want their +4 Metaphor to have two Components at +2 instead of having four at +1. This is allowed because they combined Component ranks together to enhance one of their remaining choices."</small>''
   
   
  '''Secondary Metaphors'''
  '''Secondary Metaphors'''
  An additional ('''+2, +2, +2, +1''') array is given to players to fill out their other skills and abilities. These Metaphors can be improved with '''[[Experience]] points''' if the GM allows it at character creation. This array is created to offer the greatest number of skills and abilities at the start.
  An additional array of '''+2, +2, +2, +1''' is given to players to fill out their other skills and abilities. These denote the ranks of each Metaphor and like before, they start with a number of Metaphor Component ranks of '''equal value'''.
   
   
'''Alternate Arrays'''
  Players may choose a different array with more potent Metaphor values in exchange for variety. Other arrays they can choose include:
  Players may choose a different array with more potent Metaphor values in exchange for variety. Other arrays they can choose include:
  • ('''+3, +2, +1''') for a more compressed distribution of Metaphors, or
  • ('''+3, +2, +1''') for a more '''rounded''' distribution of Metaphors, or
  • ('''+4''') for an ultra-condensed distribution at the start.
  • ('''+4''') for '''master of one''' style of gameplay.
 
==Calculating Derived Stats==
After figuring out a character's Attributes, several stats can be calculated. These are '''[[Hit Point]]s (HP)''', '''[[Meta Point|Meta-points]] (MP)''', and the defense stats '''[[Deflection]]''' and '''[[Evasion]]'''.
 
'''HP and MP'''
A character's '''Max HP''' is calculated by adding '''base HP''' to the sum of
'''HPLV * (Level + Body)'''.
If the character's [[Size]] is greater than 1, then multiply their HP and Max HP by their Size-Rating.
A character's '''Max MP''' is calculated by adding their '''base MP''' to the sum of
'''MPLV * Level'''.
No core value directly affects Max MP, but you can spend '''experience''' to increase it by one and fully restore missing MP in the process (if allowed by the [[Game Master|GM]]).
 
'''Deflection and Evasion'''
A character's '''Evasion''' is simply their '''Reflex''' core value.
A character's '''Deflection''' is simply their '''Body''' core value.
Although regardless of a character's slowness, Evasion can never be '''less than 6''', as 6 is considered the necessary accuracy to hit anything that can defend itself. Immobilised or Incapacitated creatures will have an Evasion of 0.
 
Deflection can never be '''less''' than their Evasion, and if a character's Deflection is '''more than 10''' points higher than its Evasion, their Evasion becomes '''Deflection - 10'''. Some protective equipment and armours can decrease this value to raise Evasion sooner and higher.  


==Post-Creation==
==Post-Creation==
  After a character has been created at level one and their Metaphors written up, they should now be playable in game. Below are ways to continue progressing a character's build after creation.
  After a character has been created at level one and their Traits, Attributes, and Metaphors are completed, the character should now be in a playable state. Shown below are some progression systems you should be aware of as your character gains [[Experience]] and eventually gains new character [[Level]]s.
 
===Character Arcs===
Characters may have multiple progression tracks known as [[Arc]]s. They can be progressed by [[Level|levelling up]], or by meeting certain conditions or goals. These can be compared to mechanics such as Character Classes, or unlocks for one's species and/or role.


===Character Levels===
===Character Levels===
  Character [[Level|levels]] can be used by some mechanics for scaling powers and abilities, and serve as requirements for others. Levels can only be gained incrementally, so a level 1 character must ascend to level 2 before they can ascend to level 3, and so on.
  Characters gain [[Level|levels]] by spending [[Experience]], which turns into '''Level Points'''. Having enough Level points allows the character to go through the Level-up process. Levels can only be gained '''incrementally''', so a level 1 character must ascend to '''level 2''' before they can ascend to level 3.
 
===Gaining Max HP and MP===
Raising a character's level will increase their '''Maximum HP and MP''', the amount is determined by the character's HPLV and MPLV parameters. HP is affected by the Body Core Value as well, so Max HP may raise twice during a level-up. Max MP only increases through level-up and/or spending experience directly to increase it.
 
===Training Points===
A character gains a '''Training Point (TP)''' at creation and another one for every '''Level-up''', these can be used in conjunction with Experience points sometimes to improve characters further. Spending experience on these improvements does give Level-Points that count towards a character's next level.
The following options use TP and XP:
♦ '''Increase Attribute''': For One Training-Point, plus some experience, you can improve a character's '''Attribute score by 1''', though no Attribute can be higher than the character's '''level''' when improved this way. Experience cost is treated as if they were improving a Metaphor rank.
♦ '''Learn Metaphor''': A character can immediately gain a '''Rank''' in a new Metaphor for any skill, power or ability they could realistically obtain. The cost is one Training Point, plus experience points equal to the the '''number of Metaphors obtained this way''' plus one.
   
   
  The default amount of [[experience]] required to level up varies by game, but it should be equal to the character’s starting attribute amount, '''8 XP''' by default. This increases after every level, usually by 1 or 2 depending on the Game-Master.
  The created Metaphor starts at +1 Rank with a +1 Metaphor component installed for free. If at least 6 XP was spent on this new Metaphor, it starts as a +2 Rank Metaphor with up to 2 Ranks of Metaphor components instead. And if at least 12 XP was spent, it starts with +3 Rank and 3 ranks of Metaphor components instead.
 
{| class="wikitable" style="text-align:center;"
|-
| '''XP Spent''' || '''Metaphor Rank''' || '''Component Rank count'''
|-
| 1 || +1 || 1 Rank
|-
| 6 || +2 || 2 Ranks
|-
| 12 || +3 || 3 Ranks
|}
 
===Alternate Progression===
[[Metaphor]]s and [[Attribute]]s can be created and improved in the ways described above. But these aspects can also be granted and improved more naturally by doing various tasks and roleplay in game. Examples like practising and training during their downtime, being trained by someone who knows the skill/ability, or reading training materials like books.
   
   
  Raising a character's level will increase their '''Maximum HP and MP''', a number of Attribute points they can add to their Attributes, more Attribute-Training Opportunities (ATOs) and may unlock features on any of their [[Progression|Progressions]].
  '''Training Checks'''
First the character must decide what they want to train up. Their Attributes or their Metaphor Ranks. For entirely new skills and abilities (Metaphors), the target-number is normally '''10'''. The character can roll
'''d12 + Appropriate Attribute modifier'''
   
   
  '''Rules on applying Attribute points'''
  If they manage to meet or beat the TN in a single check, they will gain a +1 Rank Metaphor of that skill or ability. Each attempt is an in-game day dedicated to learning this new skill.
When adding Attribute points granted by a level, you can't add two points to the same attribute, nor add it to an attribute if it would raise it above their current level.
   
   
  '''Attribute-Training Opportunities (ATO)'''
  The Appropriate Attribute modifier is usually the Attribute that new skill/ability '''uses''' in its own checks. a Metaphor that is affected by Perception uses Perception to learn and improve.
A character gets a number of opportunities to spend experience points to raise an Attribute of their choice by 1. The cost is the same as improving a Metaphor. Each time a character gains a new level, they gain a new opportunity, the opportunities stack so they do not need to be redeemed all at once. Characters usually get at least one ATO per level, but this may differ between games.


===Improving/Creating Metaphors===
For existing stats like Attributes and Metaphors they already know. The Target number to increase their rank is
  A +1 [[Metaphor]] can be created by spending 1 experience point, then an existing Metaphor can be improved by spending experience '''equal to its ability score plus one'''. So, if you have a +2 Metaphor and want to make it +3, then you must spend 3 experience points.
  '''10 * (Rank + 1)'''
</div>
<small>Where the Rank is the character's current Attribute value or Metaphor rank.</small>
|}
Improving existing Attributes or Metaphors this way are made as '''Progress checks''' over the course of multiple in-game days. Except the roll uses the formula:
'''d12 + Attribute + Rank (+ Progress)'''
If the roll result fails to reach the target number, then half the result is saved and added to their '''Progress bonus'''. Add the character's Progress bonus to future rolls until they succeed. When a character succeeds in this way, they gain '''Level Points''' equal to the amount of experience needed to attain this rank otherwise.
Training Metaphors allows an attempt every day, however trying to raise a Metaphor rank to a value higher than the character's '''level''' will extend the attempt cooldown to '''once per week''' instead (or 5 days minimum depending on in-game calendars). Characters can train Metaphor Components as well as Metaphor ranks.
'''Improving Attributes'''
When permitted by the GM, characters can also naturally train to raise their Attributes to new heights. It follows the same rules as Metaphors except the 'Rank' is the character's current Attribute + 1. There is an additional cost of '''One Training Point''' needed to start Attribute training, and the Attribute chosen can't be raised higher than the character's own '''level'''.  
The Target number for gaining an Attribute is:
'''25 * (Attribute Rank + 1)'''
And the roll for these checks are:
'''d12 + Attribute (+ Progress)
Half of a failed roll is saved as a Progress Bonus and added to future attempts, it resets when the character succeeds. The character gains Level Points equal to the amount of experienced normally required to increase this Attribute otherwise upon success.
</center>

Latest revision as of 03:08, 22 December 2025

When you have decided on what kind of character you would like to create. You can record all your character stats and information to the character sheet provided: Metaforce Character Sheet (Template)

This Google-Sheets version of the Character Sheet can auto-calculate various stats based on the Attributes, Level and starting parameters given.

Default Values

As a Game Master, you can set up characters however you like for your game setting. This is a list of defaults if you are unsure:
Parameter Recommended Value Description
Base HP 10 Starting amount of Hit Points for a Medium character. (Check Size or character Race for different values, same with HPLV.)
HPLV 4 Extra Hit Points given for each Level and Body point.
Base MP 12 Starting amount of Meta Points.
MPLV 3 Extra Meta-points given for each level.
Base Body 5 Starting amount of Body Core value, may be affected by character creation options.
Base Reflex 5 Starting amount of Reflex Core value, may be affected by character creation options.
Base Mind 5 Starting amount of Mind Core value, may be affected by character creation options.

Attribute Setup

To create a character foundation you start with their Attribute Points. Depending on your game settings, some of these steps may be changed or skipped. This is a breakdown of the typical Attribute setup.

Step 1: Racial-Adjustments

A character's species and/or genetic base can serve physiological and cultural adjustments to Attribute scores. Because each species can vary, this step is very dependant on what is written on the Racial information of each species.

Other attribute-based bonuses and features will be present, but the most relevant one here are the Attribute Points given. +1s and +2s are common with species who are naturally keen in these areas. Negative scores are also possible.

If the game or character doesn’t support/use racial adjustments, this step can be skipped.

Step 2: Pick a Core Value

Ask the player:
"Which of the Core Values do you want your character to specialise in?
Body, Reflex, or Mind?"

The player's choice will determine their starting Attribute point allocations, this stacks with points gained from the character's race/species. The character always gains +1 to their primary core Attributes. They then get three Attribute points to distribute to any Attributes affected by the Core value.
Core Value Allocations are as follows:
Core Value Primary Attributes
(Mandatory +1s)
All affected Attributes
(Three +1s to any Attributes shown)
Body Strength & Endurance Strength, Endurance, Agility, and/or Charisma
Reflex Agility & Perception Strength, Agility, Perception, and/or Intellect
Mind Intellect & Charisma Endurance, Perception, Intellect, and/or Charisma.
If the character or scenario doesn't use or support racial adjustments, then increase the mandatory +1 values to +2s.

A player can opt to move one Primary Attribute +1 to another Attribute (even a secondary attribute), but they must have at least one primary attribute intact. i.e. Choosing Body as a Core can let you swap out Strength or Endurance for Agility or Charisma, but not both.

Step 3: Level up to First Level

Just like with any level up, the character gains an Attribute point they can assign to any Attribute, even if it raises it higher than their level. Then to finish, the character gains benefits as if they had increased their Level to 1. They gain a Training point and stats are updated to the new level. If the character acquires anything at 1st level, they gain it now.

Starting Metaphor Arrays

Primary Metaphors
Normally, each character starts with a +4 and +3 Metaphor, meaning one can create a Metaphor with a +4 Rank, and another Metaphor at +3 Rank. In addition, these Metaphors also start with a number of Metaphor components equal to their rank, or combine ranks to singular components.
 
"A character decides they want their +4 Metaphor to have two Components at +2 instead of having four at +1. This is allowed because they combined Component ranks together to enhance one of their remaining choices."

Secondary Metaphors
An additional array of +2, +2, +2, +1 is given to players to fill out their other skills and abilities. These denote the ranks of each Metaphor and like before, they start with a number of Metaphor Component ranks of equal value.

Players may choose a different array with more potent Metaphor values in exchange for variety. Other arrays they can choose include:
• (+3, +2, +1) for a more rounded distribution of Metaphors, or
• (+4) for master of one style of gameplay.

Calculating Derived Stats

After figuring out a character's Attributes, several stats can be calculated. These are Hit Points (HP), Meta-points (MP), and the defense stats Deflection and Evasion.
HP and MP
A character's Max HP is calculated by adding base HP to the sum of
HPLV * (Level + Body).
If the character's Size is greater than 1, then multiply their HP and Max HP by their Size-Rating.

A character's Max MP is calculated by adding their base MP to the sum of
MPLV * Level.
No core value directly affects Max MP, but you can spend experience to increase it by one and fully restore missing MP in the process (if allowed by the GM).
Deflection and Evasion
A character's Evasion is simply their Reflex core value.
A character's Deflection is simply their Body core value.

Although regardless of a character's slowness, Evasion can never be less than 6, as 6 is considered the necessary accuracy to hit anything that can defend itself. Immobilised or Incapacitated creatures will have an Evasion of 0.
 
Deflection can never be less than their Evasion, and if a character's Deflection is more than 10 points higher than its Evasion, their Evasion becomes Deflection - 10. Some protective equipment and armours can decrease this value to raise Evasion sooner and higher. 

Post-Creation

After a character has been created at level one and their Traits, Attributes, and Metaphors are completed, the character should now be in a playable state. Shown below are some progression systems you should be aware of as your character gains Experience and eventually gains new character Levels.

Character Arcs

Characters may have multiple progression tracks known as Arcs. They can be progressed by levelling up, or by meeting certain conditions or goals. These can be compared to mechanics such as Character Classes, or unlocks for one's species and/or role.

Character Levels

Characters gain levels by spending Experience, which turns into Level Points. Having enough Level points allows the character to go through the Level-up process. Levels can only be gained incrementally, so a level 1 character must ascend to level 2 before they can ascend to level 3.

Gaining Max HP and MP

Raising a character's level will increase their Maximum HP and MP, the amount is determined by the character's HPLV and MPLV parameters. HP is affected by the Body Core Value as well, so Max HP may raise twice during a level-up. Max MP only increases through level-up and/or spending experience directly to increase it.

Training Points

A character gains a Training Point (TP) at creation and another one for every Level-up, these can be used in conjunction with Experience points sometimes to improve characters further. Spending experience on these improvements does give Level-Points that count towards a character's next level.

The following options use TP and XP:
♦ Increase Attribute: For One Training-Point, plus some experience, you can improve a character's Attribute score by 1, though no Attribute can be higher than the character's level when improved this way. Experience cost is treated as if they were improving a Metaphor rank.

♦ Learn Metaphor: A character can immediately gain a Rank in a new Metaphor for any skill, power or ability they could realistically obtain. The cost is one Training Point, plus experience points equal to the the number of Metaphors obtained this way plus one.

The created Metaphor starts at +1 Rank with a +1 Metaphor component installed for free. If at least 6 XP was spent on this new Metaphor, it starts as a +2 Rank Metaphor with up to 2 Ranks of Metaphor components instead. And if at least 12 XP was spent, it starts with +3 Rank and 3 ranks of Metaphor components instead.
XP Spent Metaphor Rank Component Rank count
1 +1 1 Rank
6 +2 2 Ranks
12 +3 3 Ranks

Alternate Progression

Metaphors and Attributes can be created and improved in the ways described above. But these aspects can also be granted and improved more naturally by doing various tasks and roleplay in game. Examples like practising and training during their downtime, being trained by someone who knows the skill/ability, or reading training materials like books.

Training Checks
First the character must decide what they want to train up. Their Attributes or their Metaphor Ranks. For entirely new skills and abilities (Metaphors), the target-number is normally 10. The character can roll
d12 + Appropriate Attribute modifier

If they manage to meet or beat the TN in a single check, they will gain a +1 Rank Metaphor of that skill or ability. Each attempt is an in-game day dedicated to learning this new skill.

The Appropriate Attribute modifier is usually the Attribute that new skill/ability uses in its own checks. a Metaphor that is affected by Perception uses Perception to learn and improve.
For existing stats like Attributes and Metaphors they already know. The Target number to increase their rank is
10 * (Rank + 1)
Where the Rank is the character's current Attribute value or Metaphor rank.

Improving existing Attributes or Metaphors this way are made as Progress checks over the course of multiple in-game days. Except the roll uses the formula:
d12 + Attribute + Rank (+ Progress)

If the roll result fails to reach the target number, then half the result is saved and added to their Progress bonus. Add the character's Progress bonus to future rolls until they succeed. When a character succeeds in this way, they gain Level Points equal to the amount of experience needed to attain this rank otherwise.

Training Metaphors allows an attempt every day, however trying to raise a Metaphor rank to a value higher than the character's level will extend the attempt cooldown to once per week instead (or 5 days minimum depending on in-game calendars). Characters can train Metaphor Components as well as Metaphor ranks.

Improving Attributes
When permitted by the GM, characters can also naturally train to raise their Attributes to new heights. It follows the same rules as Metaphors except the 'Rank' is the character's current Attribute + 1. There is an additional cost of One Training Point needed to start Attribute training, and the Attribute chosen can't be raised higher than the character's own level. 

The Target number for gaining an Attribute is:
25 * (Attribute Rank + 1)

And the roll for these checks are:
d12 + Attribute (+ Progress)

Half of a failed roll is saved as a Progress Bonus and added to future attempts, it resets when the character succeeds. The character gains Level Points equal to the amount of experienced normally required to increase this Attribute otherwise upon success.