Attribute

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Revision as of 16:47, 3 September 2025 by AlienOvan (talk | contribs) (more rebalancing. added legend. removed attrisave.)
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Overview

There 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 will be used to calculate other stat bonuses, whereas the Attribute die is called upon in certain checks. Whenever 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. Through the use of certain Meta-abilities or character traits, they can roll their Attribute die on failed checks and add it to the result to potentially turn it into a success!

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 Values

Attributes increase a Core value by one (1). Core value in parentheses increases by 0.5. Only whole points count for Cores:
Attribute to Core-Value Chart
Attribute +1 bonus +0.5 bonus Description
Strength Body (Reflex) “The ability to physically move themselves and the things around them”
Endurance Body (Mind) “The ability to maintain their physical health and stamina”
Agility Reflex (Body) “The ability to move both quickly and precisely without fail”
Perception Reflex (Mind) “The ability to be aware of, and react to their surroundings effectively”
Intellect Mind (Reflex) “The ability to learn, retain and recall information for practical uses”
Charisma Mind (Body) “The ability to influence others and the integrity of one’s personality”

Attribute Bonus and Dice

Most 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 Checks

When the character is checked against a circumstance in which they have no skills or abilities (Metaphors) that benefit them, they will do so as an Improvised Roll, improvised rolls are usually d12 + the relevant attribute’s modifier for the situation.

Attribute Limits

Except 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 Tiers

Attribute 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.

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 attribute and such characters should be used carefully to avoid imbalancing games and campaigns. Consider using or creating Metaphors to simulate powerful abilities rather than using higher-than-necessary Attribute tiers.
Attribute Power Tiers
Tier Title Normal Exerted
1 Average ♦ Use Base Attribute Value Instead: ♦ Use Base Attribute Value and Roll Attribute Die
2 Talented ♦ Roll Attribute Die And: ♦ Add Level value to result
3 Gifted ♦ Roll Attribute die
♦ Add Level to result
Instead: ♦ Use maximum value of Attribute die
4 Apex ♦ Use maximum value of Attribute die
♦ Add Level to result.
Add: ♦ Enforce Normal or higher Advantage state for rolls
5 Super ♦ Use max value of Attribute Die
♦ Add Level to result
♦ Enforce Normal or higher Advantage state for rolls
Add: ♦ d12s explode on a 10, 11 or 12, triggers critical effect result
6 Ultimate ♦ Use max value of Attribute Die
♦ Add Level to result
♦ Enforce Normal or higher Advantage state for rolls
♦ d12s explodes on 10, 11, or 12
♦ Automatic 12 on d12 rolls (once per exertion)
Legend
 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.
Enforce Advantage State (Normal): Forces a roll to be made with Normal rules (roll once, take result), only when original roll is Disadvantage or lower.
Explode on 10, 11, or 12: Alters the critical threshold for a d12 to trigger on rolling a 10, 11 or 12 when rolling a regular d12.
Automatic 12: Treats the roll of a d12 as if it had rolled 12, ensuring a dice explosion and Meta-d12 bonus die.

Core Values

For more information about what stats are affected by Attributes, see Core Value and Combat.