Attribute: Difference between revisions
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→Attribute Power Tiers: removed unnecessary exerts |
depreciated minimum, more tier rebalancing, incomplete |
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|+ Attribute Power Tiers | |+ Attribute Power Tiers | ||
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! Category !! Tier | ! Category !! Tier !! Title !! Normal !! Exerted | ||
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| Bottom || | | Bottom || 0 || Flawed || ♦ Use Base Attribute Value<br>♦ -1 Advantage State penalty || Negate: ♦ -1 Advantage State Penalty | ||
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|rowspan=3| | |rowspan=3|Standard || 1 || Average || ♦ Use Base Attribute Value || Instead: ♦ Roll Attribute Die + Level value to result. | ||
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|| 2 | || 2 || Talented || ♦ Roll Attribute Die<br>♦ Add Level to result || Instead: ♦ Add Max value of Attribute die to result. | ||
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|| 3 | || 3 || Gifted || ♦ Roll Attribute die<br>♦ Add Level to result || Instead: ♦ Roll Max or Double on Attribute die | ||
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|rowspan=2| | |rowspan=2| Advanced || 4 || Apex || ♦ Roll Max or Double on Attribute die<br>♦ Add Level to result. || Upon failing a check or save: Reroll check, | ||
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|| 5 | || 5 || Super || ♦ Roll Max or Double on Attribute dice<br>♦ Add Level to result<br>♦ d12s explode on a 1, 11, or 12 || - | ||
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|rowspan=2| | |rowspan=2| Master || 6 || Ascendant || ♦ Roll Max or Triple on Attribute die<br>♦ Add Level to result<br>♦ d12s explode on a 1, 10, 11 or 12 || - | ||
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| 7 | | 7 || Ultimate || ♦ Roll Max or Quadruple on Attribute die.<br>♦ Add Level to result<br>♦ d12s explodes on 1, 10, 11, or 12<br>♦ Meta-point cost reduced by half || - | ||
|} | |} | ||
'''<u>Legend</u>''' | '''<u>Legend</u>''' | ||
'''Category''': Rough grouping of Tiers based on overall power. Those belonging to a group are similarly scaled. | '''Category''': Rough grouping of Tiers based on overall power. Those belonging to a group are similarly scaled. Standard costs 1 Training Point to upgrade, Advanced costs 2, Master costs 4. | ||
'''Normal''': These benefits are granted to any check or Metaphor that uses this Attribute. | '''Normal''': These benefits are granted to any check or Metaphor that uses this Attribute. | ||
'''Exerted''': These benefits are granted on top of Normal benefits when the character 'Exerts' for the Exert cost. | '''Exerted''': These benefits are granted on top of Normal benefits when the character 'Exerts' for the Exert cost. |
Revision as of 17:07, 27 September 2025
OverviewThere 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 ValuesAttributes increase a Core value by one (1). Core value in parentheses increases by 0.5. Only whole points count for Cores:
Attribute Bonus and DiceMost 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 ChecksWhenever 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:
Attribute LimitsExcept 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 TiersAttribute 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.
Legend Category: Rough grouping of Tiers based on overall power. Those belonging to a group are similarly scaled. Standard costs 1 Training Point to upgrade, Advanced costs 2, Master costs 4. Normal: These benefits are granted to any check or Metaphor that uses this Attribute. Exerted: These benefits are granted on top of Normal benefits when the character 'Exerts' for the Exert cost. 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. Roll Max or Double/Triple Attribute dice: Choose to take the maximum value of an Attribute die, or roll and add double/triple its value to its result. Explode on X, X, or 12: Alters the critical threshold for a d12 to trigger on rolling numbers shown when rolling a regular d12. Meta-Discount (50%): Reduces Meta-ability costs by 50% (rounded down) for appropiate checks/Metaphors. Core ValuesFor more information about what stats are affected by Attributes, see Core Value and Combat. For information on how Attributes are applied, see Character Creation. |