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Save: Difference between revisions

From Metaforce TTRPG
→‎Exert Bonus: improved logic, added example
Updated Save logic
 
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  A '''Save''' occurs when an attacker or trigger meets or beats their target's [[Status Threshold]]. The target rolls the appropriate dice and modifiers to meet or beat the attacker's result and if they do, they can reduce the Status [[magnitude]] by half.
  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.


==Save Process==
==The Saving Throws==
  If an attack has some Status effect, a value known as '''Magnitude''' is inflicted upon the target. The status will attack the target's Body, Reflex or Mind Core value. If the magnitude meets or exceeds this value, the defender can roll to '''Save''' against the condition's full effects. Otherwise the status ailment fails to be inflicted.
  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.
   
   
  Some Status magnitudes '''persist''' or linger on a target, this does not inflict the Status condition upon the target, but will be added as a bonus to subsequent attempts.
  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]].
   
   
  '''Save Formula'''
  ♦ Character owns a '''Metaphor or Feature''' that lets them roll Saving Throws, following any proficiency rules as stated above.
The formula to roll a Save a condition is:
'''[ d12 + Appropiate Attribute + Modifiers ]'''
   
   
  '''Endurance''' is used for Body-affecting conditions, and '''Charisma''' is used for psychological conditions. Otherwise a condition will specify which Attributes can be used.
  ♦ Player has access to a [[Meta Power]] to trigger Saving Throws, and may pay MP to do so.


==Exert Bonus==
==The Saving Throw==
  Before the defending target rolls a Save, the defender may [[Exert]] 1: Regardless of the Save succeeding or failing, the result of the '''Attribute die''' reduces Status magnitude taken by its result, and in the case of success, this reduction occurs '''after''' it is halved.
  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:
   
   
  <small>''"The Detective has a flask of acid thrown at them while fighting in a laboratory of a suspect. The Acid flask can inflict Acid Burn with a magnitude of 12, this exceeds the Detective's Body value of 10. The Detective makes a Body Save with TN 12, their Endurance rank is 1 so they get to roll a d4 and it comes up as 3. If she Exerts 1 to resist the condition, then she will roll the save and deduct 3 from the magnitude taken whether she succeeds or not. Down to 9 points on failure and to 3 on success."''</small>
  '''[ 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 [[explode]]s as any regular d12 does.
The Target number can't be lowered below '''4''', no matter how high the character's level or attribute.
<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>
[[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."