Character Creation

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Revision as of 12:33, 16 September 2024 by AlienOvan (talk | contribs) (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...")
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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. This page will explain how to build a character for a standard game.

Default Values

Attribute		Default Value	Description
Starting Attributes	6 or 8*		Character gains an arrangement of attribute points based on questions answered at creation.
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.
HPLV			6		Character starts with some HP to exist. Treated like a Hitdie in traditional games.
MPLV			3		Character starts with some MP for their Meta-Abilities.
Base Body		10		Character starts with an amount of Body Core.
Base Reflex		10		Character starts with an amount of Reflex Core.
Base Mind		10		Character starts with an amount of Mind Core.
  • For low-power games or games without racial-bonuses, characters start with a 6, otherwise the 8 accounts for two +1s at creation.

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

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.

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. 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.

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.
An additional (+2 +2 +2 +1) array is given to players to fill out their other skills and abilities. 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.
Players may choose a different array, with more potent Metaphors 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. Note that Attribute can't be raised beyond the character's level.

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 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.
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.

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.

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.

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.

Like Levels, Metaphors can only be improved incrementally. So a +3 Metaphor can be improved to +4, then +5 and so on.