Attribute

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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 tue 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 saves
Whenever a character fails a check, they may be able to use the appropriate Attribute die to roll and add its result to the failed check, if the total is enough to succeed, it succeeds instead. Attribute dice are Meta Dice, they have a minimum roll value and can't explode.

Normally, to use an Attribute save, a character would need to spend MP equal to the Attribute bonus (thus it costs 3MP to use an Attribute die at md8, with a +3 Attribute). If a character is of a species or has the Attrisave trait for that attribute, no MP is required and the character can always roll Attribute dice for failed checks. If they have Attriboost, then they may roll any time a check involves the affected Attribute.

Regardless of method used, the character can only roll their Attribute die once and a check that fails will fail canonically. MP is spent if a check would succeed and does not if it still fails.

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.

Even during these circumstances, a character can still benefit from an Attribute save should they fail a check of a particular Attribute, but only if they have one. (Attributes with 0 have no bonus and no dice to roll).

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.

Characters with Tier 1 Attributes generally have no special talent in that ability. Tier 2 can represent a species with heightened ability in that attribute, or someone practised in that field. Tier 3 can appear for those who are at the peak of their ability for their species or field.

Tiers 4 may be suitable for extremely powerful characters, whereas tier 5 should be used sparingly because of its lack of Exertion (and in optional rules, Exert to instantly succeed in checks and contests.) Tier 0 exists as a possible hinderance Attribute tier for some characters and species to tap into.
Attribute Power Tiers
Tier Example Character Normal Exerted
0 (Flawed) Injured / Disabled Character ♦ Use Base Attribute Value.
♦ Reduce Advantage State by one.
Negate: ♦ Reduce Advantage State by one.
1 (Average) Average Adventurer ♦ Use Base Attribute Value. Instead: ♦ Roll Attribute Die
2 (Talented) Street-Level Hero ♦ Roll Attribute Die. And: ♦ Add Level value to result.
-OR-
Instead: ♦ Use maximum value of Attribute die.
3 (Peak) International Superhero ♦ Roll Attribute die.
♦ Add Level to result.
And: ♦ Increase roll Advantage state by one.
-or-
Instead: ♦ Use maximum value of Attribute die.
4 (Apex) Galactic Superhero ♦ Use maximum value of Attribute die.
♦ Add Level to result.
Add: ♦ Checks always at Advantage.
5 (Super) Pinnacle Superbeing ♦ Use max value of Attribute Die.
♦ Add Level to result.
♦ Checks roll no lower than 'Normal' advantage.
Instead: ♦ Treat d12 roll as 12, trigger critical effect.
6 (Ultimate) Demigod ♦ Use max value of Attribute Die.
♦ Add Level to result.
♦ Treat d12 roll as 12.
♦ Nothing.
-or-
♦ Automatically succeed at one check per exertion.

Core Values

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