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Save: Difference between revisions

From Metaforce TTRPG
→‎Exert Bonus: improved logic, added example
Completely revised Save mechanic, it's good now!
Line 1: Line 1:
  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''' occurs 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 undesirable or deadly conditions. Succeeding reduces the magnitude of the effect whereas a Critical may negate it entirely.


==Save Process==
==Save Trigger Requirements==
  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.
  A character can make a Saving Throw under the following conditions:
   
   
  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.
  ♦ The '''Game-Master asks''' a player to roll a Saving Throw for the character, including bonuses if any.
   
   
  '''Save Formula'''
  ♦ Character has '''Proficiency''' or '''Expertise''' in an Attribute or Status Defence that the Saving Throw allows. They can add their '''Attribute Bonus or die''' to this roll, respectively.
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.
  ♦ Character owns a '''Metaphor or Feature''' that lets them roll Saving Throws, following any proficiency rules as stated above.
♦ Game master permits the character to [[Exert]] X to trigger a Saving Throw, additional cost may raise the throw to Proficient or Expertise.
♦ Player has access to a [[Meta Power]] to trigger Saving Throws, and may pay MP to do so.


==Exert Bonus==
==Proficiency and Expertise==
  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.
  If a character is considered '''<code>Proficient</code>''', they can add their '''Attribute Bonus''' to the check. If they have '''<code>Expertise</code>''', they can roll their '''Attribute dice''' instead. Attribute dice are the same as Metaphor Component dice ranks.
   
   
  <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>
  If a character is neither but still allowed to roll a Saving throw, they roll a d12 and whatever modifiers their exception permits.


==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 [[explode]]s as any regular d12 does.
<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]]

Revision as of 17:08, 11 March 2026

A Save occurs 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 undesirable or deadly conditions. Succeeding reduces the magnitude of the effect whereas a Critical may negate it entirely.

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, including bonuses if any.

♦ Character has Proficiency or Expertise in an Attribute or Status Defence that the Saving Throw allows. They can add their Attribute Bonus or die to this roll, respectively.

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

♦ Game master permits the character to Exert X to trigger a Saving Throw, additional cost may raise the throw to Proficient or Expertise.

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

Proficiency and Expertise

If a character is considered Proficient, they can add their Attribute Bonus to the check. If they have Expertise, they can roll their Attribute dice instead. Attribute dice are the same as Metaphor Component dice ranks.

If a character is neither but still allowed to roll a Saving throw, they roll a d12 and whatever modifiers their exception permits.

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 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."