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Updated Save logic
 
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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''' can occur when an attacker or trigger meets or beats their target's '''Status Defence'''. The target may have the opportunity to make a '''Saving Throw''' as a last-ditch effort to minimise the effects on an undesirable or deadly condition. Succeeding reduces the magnitude of the effect, getting a significantly high roll may may negate it entirely.


==Exerting to Save==
==The Saving Throws==
  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.
  There are four types of saving throws: '''Body''', '''Reflex''', '''Mind''' and '''Luck'''. The first three correspond to '''Endurance''', '''Agility''', and '''Charisma''' respectively. The final Save is relative to the user's Level.
A Luck save is the final roll a character can attempt to avoid an outcome that would permanently alter or end their character, success will prevent or mitigate the effects.


==Status Threshold==
==Save Trigger Requirements==
  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.
  A character can make a Saving Throw under the following conditions:
   
   
  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.
  ♦ The '''Game-Master asks''' a player to roll a Saving Throw for the character, for any reason.
 
==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:
  ♦ Character has '''Proficiency''' or '''Expertise''' in an Attribute or Status Defence that the Saving Throw allows. If it is Expertise, the roll is made at [[Advantage]].
'''[ d12 + attack Attribute + Metaphor bonuses ]'''
   
   
  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.
  ♦ Character owns a '''Metaphor or Feature''' that lets them roll Saving Throws, following any proficiency rules as stated above.
   
   
  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.
  ♦ Player has access to a [[Meta Power]] to trigger Saving Throws, and may pay MP to do so.


==Resolving Saves==
==The Saving Throw==
  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.
  The base TN for a Saving Throw is '''12''' minus the character's '''Attribute bonus'''. So a bonus of 2 means a TN of 10. Rolls the following formula, if they meet or exceed the TN, they Succeed on the Save, otherwise they fail:
'''[ Saving Throw Target Number = 12 - Attribute Bonus ]'''
'''[ Saving Throw = d12 + Attribute Bonus OR Attribute Die ]'''
   
   
  '''Successful Save'''
If the character rolls 10 or more higher than the Save TN, it becomes a '''Miraculous Save''', instead of reducing the status magnitude, the magnitude is '''reduced to 0''' and the character is '''unaffected'''. Rolling a 12 on this die still [[explode]]s as any regular d12 does.
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'''
  The Target number can't be lowered below '''4''', no matter how high the character's level or attribute.
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 Rogue sneaks into the Archmage's chambers to steal an artifact. As they approach a box containing what they seek, they are subject to a Magnitude 30 Sleep status effect upon touching it. This exceeds their Mind Defence of 16 to the point they will get a Severe condition (Sleep for 24 hours). The Rogue has a Metaphor to allow them to roll Mind Saving Throws with Proficiency. So with their Charisma of 3, the Target number is reduced to 10 and they roll a d12 plus 3. If they meet or exceed the TN, they reduce the magnitude by half and only become Drowzy for the lesser form of the Sleep effect."''</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 18:41, 14 March 2026

A Save can occur when an attacker or trigger meets or beats their target's Status Defence. The target may have the opportunity to make a Saving Throw as a last-ditch effort to minimise the effects on an undesirable or deadly condition. Succeeding reduces the magnitude of the effect, getting a significantly high roll may may negate it entirely.

The Saving Throws

There are four types of saving throws: Body, Reflex, Mind and Luck. The first three correspond to Endurance, Agility, and Charisma respectively. The final Save is relative to the user's Level.

A Luck save is the final roll a character can attempt to avoid an outcome that would permanently alter or end their character, success will prevent or mitigate the effects.

Save Trigger Requirements

A character can make a Saving Throw under the following conditions:

♦ The Game-Master asks a player to roll a Saving Throw for the character, for any reason.

♦ Character has Proficiency or Expertise in an Attribute or Status Defence that the Saving Throw allows. If it is Expertise, the roll is made at Advantage.

♦ Character owns a Metaphor or Feature that lets them roll Saving Throws, following any proficiency rules as stated above.

♦ Player has access to a Meta Power to trigger Saving Throws, and may pay MP to do so.

The Saving Throw

The base TN for a Saving Throw is 12 minus the character's Attribute bonus. So a bonus of 2 means a TN of 10. Rolls the following formula, if they meet or exceed the TN, they Succeed on the Save, otherwise they fail:

[ Saving Throw Target Number = 12 - Attribute Bonus ]
[ Saving Throw = d12 + Attribute Bonus OR Attribute Die ]

If the character rolls 10 or more higher than the Save TN, it becomes a Miraculous Save, instead of reducing the status magnitude, the magnitude is reduced to 0 and the character is unaffected. Rolling a 12 on this die still explodes as any regular d12 does.

The Target number can't be lowered below 4, no matter how high the character's level or attribute.

"The Rogue sneaks into the Archmage's chambers to steal an artifact. As they approach a box containing what they seek, they are subject to a Magnitude 30 Sleep status effect upon touching it. This exceeds their Mind Defence of 16 to the point they will get a Severe condition (Sleep for 24 hours). The Rogue has a Metaphor to allow them to roll Mind Saving Throws with Proficiency. So with their Charisma of 3, the Target number is reduced to 10 and they roll a d12 plus 3. If they meet or exceed the TN, they reduce the magnitude by half and only become Drowzy for the lesser form of the Sleep effect."