Attribute
There are 6 Attributes (Strength, Endurance, Agility, Perception, Intellect, Charisma) that can be added to various checks, these Attributes contribute towards 3 Core Values (Body, Reflex, Mind) which govern a number of other stats including Health-Points (HP), Meta-Points (MP), Deflection and Evasion. OverviewYour character has six primary attributes which can be called upon for Skill checks, as well as affect other values important to their stats. Whenever a character needs to do a check which they have no Metaphor prepared for it, they may add a bonus based on their Attribute dice to aid in the check’s success. This is known an an
A character is usually limited to 10 points per attribute at maximum, unless they have the means to bypass this limitation. Sometimes the Game-Master can allow up to 12 points per Attribute. AttributesAttributes increase a Core value by one (1). Core value in parentheses increases by 0.5. Only whole points count for Cores: Attribute Core Value Bonus Description ♦ Strength Body (Reflex) “The ability to physically move themself 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 BonusMost skill and combat 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 may only be used in a check when called upon with an Action, such as
Improvised ChecksWhen the character is checked against a circumstance in which they have no skills or abilities that benefit them, they will do so as an Improvised Roll, improvised rolls are usually
Starting at +1 and up to +5, an Attribute gains an Attribute die, which can be used for improvised checks, or enhanced attribute bonuses (when relevant). In order, the dice are d4, d6, d8, d10 and d12. When rolling an improvised check, the character can roll the die and add it to their result, however if the die rolls lower than the character’s modifier, use the modifier instead. Thus a d12 can’t roll lower than 5. For Attributes of +6 and higher, the attribute die remains the same but the remainder is added as a bonus. As such, an attribute of 10 will give a bonus of d12/5+5 (6 to 17). Attribute LimitsExcept during the Creation phase, a character’s attributes can’t be raised higher than their current Character Level. This is known as the Attribute Limit. Once a character has leveled high enough, they can begin raising any of their attributes up to their current level. Core Values
Stats affected by Attributes and Core ValuesHealth Points (HP)Maximum health (HP) is based on the character's current level, Body core and a multiplier known as HPLV, HPLV is at default set to 6, then every time level or Body increases, it goes up by half (3). So a character with HPLV of 6, with a Body of 10 will have: ♦ 6 starting HP before anything else. ♦ Body multiplied by half their HPLV, which is 30. ♦ Total HP: 36 Each time a character levels up, and every time their Body value increases, they gain half of their HPLV in MaxHP. Meta-Points (MP)Meta-Points (MP) are based on the character's MPLV multiplied by the lowest value between all Core Values (Body, Reflex, Mind). So a character with an MPLV of 3, ♦ 11 Body, ♦ 10 Reflex, and ♦ 10 Mind Will have a base of 30 MP. Each time a character levels up, they gain an amount of MP equal to their MPLV parameter in Max MP. Evasion & DeflectionEvasion and Deflection are stats used in combat scenarios. If the user as a Target Number (TN) for attackers, if their ToHit does not meet the necessary value to bypass either, the character will have evaded their attack. Evasion is determined by the user's Reflex value. Evasion can't go lower than 10 unless otherwise specified. Deflection is determined by the user's Body value. Deflection can't go lower than the user's Evasion/Reflex. |