Character Creation

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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.