Attribute

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Revision as of 07:12, 1 October 2025 by AlienOvan (talk | contribs) (Metaphor softcap introduction)
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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 is a fixed number that is used to calculate other stat bonuses, whereas the Attribute die is called upon in certain checks. A character's Attribute Tier can also determine what bonuses they can apply to checks.

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 resist harm and maintain their 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 and abilities quickly and accurately”
Charisma Mind (Body) “The ability to influence others, resist others, and the strength of one’s resolve”

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

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. The character's Attribute tier may determine whether the Attribute modifier is a flat bonus or a die, check the chart further down for more information.

Improvised rolls are: d12 + the relevant attribute’s modifier + Other modifiers.

Attribute Limit / Metaphor Softcap

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.

The Metaphor Softcap refers to a cost multiplier when a character tries to increase a Metaphor's rank above +5 (the default). Improving Metaphors above the softcap comes at a x2 cost multiplier (+6 costs 12 XP, instead of 6). Some Metaphors set at creation, along with those linked to high-tier Attributes may have higher softcaps where the cost multiplies later, or removes it entirely for a linear progression. Experience is not refunded if a character spends into a softcap but raises their Attribute tier later, experience always converts into LP (Level points).

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.

Each tier also has a Bonus, which is added to the character's Attribute and the Core Value it represents. For instance, Tier 2 in Strength will give a +1 bonus to Strength the Attribute, and +1 to Body as Strength represents it. This essentially becomes a +2 bonus to Body because of Strength granting a Core value point by itself.

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 attributes and care should be taken to ensure their power doe not negatively impact your games. Consider using or creating Metaphors to simulate powerful abilities rather than using high Attribute tiers.
Attribute Power Tiers
Category Tier Title Normal Exerted
Bottom 0 Flawed ♦ Use Base Attribute Value
♦ -1 Advantage State penalty.
♦ Metaphor softcap lowered to 4.
Negate: ♦ -1 Advantage State Penalty
Standard 1 Average ♦ Use Base Attribute Value Instead: ♦ Roll Attribute Die + Level value to result.
2 Talented ♦ Roll Attribute die
♦ Add Level to result
♦ Roll Double on Attribute die.
3 Gifted ♦ Roll Attribute die
♦ Add Level to result
♦ Metaphor softcap raised to 6.
♦ Roll Double on Attribute die.
Advanced 4 Apex ♦ Roll Attribute die, or Take Average.
♦ Add Level to result.
♦ Metaphor softcap raised to 8.
♦ Roll Double on Attribute die
5 Super ♦ Roll Attribute die, or Take Average.
♦ Add Level to result.
♦ Metaphor softcap raised to 10.
♦ Roll Triple on Attribute dice.
Master 6 Ascendant ♦ Roll Double on Attribute die, or take Average.
♦ Add Level to result
♦ Metaphor softcap no longer applies.
♦ Roll Triple on Attribute dice.
7 Ultimate ♦ Roll Triple on Attribute die, or take Average.
♦ Add Level to result
♦ Metaphor softcap no longer applies.
♦ Roll Quadruple on Attribute dice.
Legend
Category: Tiers based on overall power, those belonging to a group are similarly scaled. It costs 1 Training point to upgrade to a Standard Tier, Advanced costs 2, Master costs 4.
Title: Cosmetic name for a particular Tier.
Normal: These benefits are granted to any check or Metaphor that uses this Attribute. It's automatically given.
Exerted: These benefits are granted on top of Normal benefits when the character 'Exerts' for the Exert cost.

 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.
Metaphor Softcap: In games where maximum Metaphor rank is restricted, higher Attribute tiers enable higher caps or eliminate them entirely. Only for Metaphors that benefit from that Attribute.

Core Values

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

For information on how Attributes are applied, see Character Creation.