Character Creation: Difference between revisions

From Metaforce TTRPG
Jump to navigation Jump to search
Created page with "{| | style="padding:1em; vertical-align:top;" | __TOC__ | <div style="max-width:80em; 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-calcul..."
 
rewrite update
Line 3: Line 3:
__TOC__
__TOC__
|
|
<div style="max-width:80em; align:center; margin:auto;">
<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)]
  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. This page will explain how to build a character for a standard game.
  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.


==Default Values==
==Default Values==
  Attribute Default Value Description
  Attribute Default Value Description
  Starting Attributes 6 or 8* Character gains an arrangement of attribute points based on questions answered at creation.
  Starting Attributes 8 Character gains Attribute points based on questions answered at creation.
  Experience 0 Character starts with X experience to level up, or create/boost Metaphor scores.
  Experience 0 Character starts with X experience to level up, or create/boost Metaphor scores.
  Metaphors +5, +3, * Character starts with a set of Metaphors to allow them to create skills and proficiency.
Base XP to Level 8 [[Experience]] points needed to reach Lv2.
  HPLV 6 Character starts with some HP to exist. Treated like a Hitdie in traditional games.
XP to Level Up 2 Additional '''Experience''' required to level up beyond 1st.
  MPLV 3 Character starts with some MP for their [[Meta Point|Meta-Abilities]].
  Metaphors +5, +3, * Character starts with a set of Metaphors to create skills and proficiency.
  Base Body 10 Character starts with an amount of Body Core.
  HPLV 6 Health Point multiplier for characters. Treated like a Hitdie in traditional games.
  Base Reflex 10 Character starts with an amount of Reflex Core.
  MPLV 3 Meta Point multiplier for characters so they can use [[Meta Point|Meta-Abilities]].
  Base Mind 10 Character starts with an amount of Mind Core.
  Base Body 5 Character starts with an amount of Body Core.
 
  Base Reflex 5 Character starts with an amount of Reflex Core.
* For low-power games or games without racial-bonuses, characters start with a 6, otherwise the 8 accounts for two +1s at creation.
  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)
ATO 2♣ or 1 Number of Attribute-Training Opportunities per level (including 1st)
* Refers to Secondary Metaphor arrays.
♣ This value is used if [[Progression|Progressions]] are active.


==Attribute-Point Setup==
==Attribute-Point Setup==
Depending on the scenario, there can be up to three steps a player/character can answer to get their attributes set up.
===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 numbers. If the game doesn’t support racial adjustments or is a low-powered game, this step can be skipped.
  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.


===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, Body, Reflex or Mind?
  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.
 
The choice made will grant a +1 to all attributes that are affected by that Core Value.
   
   
  For reference these are the choices and their effect on this question:
  For reference these are the choices and their effect on this question:
  • Body: Gain +1 to Strength, Endurance, Agility and Charisma.
  • '''Body''': Gain +1 to Strength, Endurance, Agility and Charisma.
  • Reflex: Gain +1 to Strength, Agility, Perception and Intellect.
  • '''Reflex''': Gain +1 to Strength, Agility, Perception and Intellect.
  • Mind: Gain +1 to Endurance, Perception, Intellect and Charisma.
  • '''Mind''': Gain +1 to Endurance, Perception, Intellect and Charisma.


===Step 3: First Level===
===Step 3: First Level===
  To finish setup, the Player is asked to '''add two +1s to different attributes'''. Even if the Attributes end up higher than the character's level, this if fine during character creation. This is the only time a player can add to attribute scores higher than their character level.
  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.
 
===Regarding Level / Limit===
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'''.
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==
  Normally, each character starts with a +4 and +3 Metaphor, meaning one can create a Metaphor with a +4 Ability score, and corresponding 5 Sub-Ability points to refine it with. And then they receive a +3 Metaphor for another ability/power/skill with the same amount of Sub-ability points.
'''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.
  An additional (+2 +2 +2 +1) array is given to players to fill out their other skills and abilities. Metaphors can be improved with <code>'''Experience points'''</code> if the GM allows it at character creation. This array is created to offer the greatest number of skills and abilities at the start.
 
'''Secondary Metaphors'''
  Players may choose a different array, with more potent Metaphors in exchange for variety. Other arrays they can choose include:
  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.
  • (+3, +2, +1) for a more compressed distribution of Metaphors, or
  • (+4) for an ultra-condensed distribution at the start.
'''Alternate Arrays'''
  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
  • ('''+4''') for an ultra-condensed distribution at the start.


==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.
  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.
Below are ways to continue progressing a character's build after creation. Note that Attribute can't be raised beyond the character's level.


===Character Levels===
===Character Levels===
  Character 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.
  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.
   
   
  The default amount of experience required to level up is equal to the character’s starting attribute amount, so 6 or 8 depending on the game settings. This increases by 2 after every level up. Your Game-Master may decide on different amounts for starting and leveling respectively.
  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.
 
  Raising a character's level will give them an increase to their Maximum HP and MP, 2 Attribute points they can add to their Attributes, and an additional opportunity to raise an Attribute using experience points.
  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]].
   
   
  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. The latter issue becomes irrelevant after leveling up a few times since it no longer becomes possible to raise an attribute higher than your level.
'''Rules on applying Attribute points'''
  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.
   
   
  A character gets a number of opportunities equal to their level 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.
'''Attribute-Training Opportunities (ATO)'''
  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===
===Improving/Creating Metaphors===
  Like Levels, 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.
  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.
Like Levels, Metaphors can only be improved incrementally. So a +3 Metaphor can be improved to +4, then +5 and so on.
 
</div>
</div>
|}
|}

Revision as of 04:35, 1 October 2024

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: 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.

Default Values

Attribute		Default Value	Description
Starting Attributes	8		Character gains Attribute points based on questions answered at creation.
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.
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.
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-Abilities.
Base Body		5		Character starts with an amount of Body Core.
Base Reflex		5		Character starts with an amount of Reflex Core.
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)
ATO			2♣ or 1		Number of Attribute-Training Opportunities per level (including 1st)

* Refers to Secondary Metaphor arrays.
♣ This value is used if Progressions are active.

Attribute-Point Setup

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.

Step 2: Pick a Core Value

The player is asked which of the core values they want their character to specialize in, Body, Reflex or Mind? The choice made will grant a +1 to all attributes that are affected by that Core Value.

For reference these are the choices and their effect on this question:
• 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

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.

Regarding Level / Limit

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.

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

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.

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.

Alternate Arrays
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
• (+4) for an ultra-condensed distribution at the start.

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.

Character Levels

Character 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.

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.

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 Progressions.

Rules on applying Attribute points
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)
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

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.