Magnitude

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Status Conditions & Magnitude

Characters may suffer from, or inflict Status Conditions like damage over time effects (Poison, Burn), to ones that affect how they can act, (Mind-Control, Extreme Emotions). Some conditions are beneficial as well.

Status conditions work on a point system known as Magnitude, which targets a character’s Status Threshold, which is based on their Core Values (Body, Reflex, Mind). Different effects can trigger depending on the difference between Magnitude and Threshold, the difference is expressed in terms of a Status Severity. Characters can also attempt to avoid being affected rolling Status saves, often in the form of a 'Body Save', 'Reflex Save' and 'Mind Save' respectively.

Status Severity

Status Severity denotes varying levels of intensity, based on the condition itself.

The main severity states are Partial, Full, and Severe. Conditions must have at least one state in order for its effect to function. A psuedo-state called Suppressed can occur when a character has a status magnitude, but resisted its effects via a Save.

Partial occurs when a Status condition has effects on a target but the Magnitude is less than or equal to the target's affected Status Threshold.

Full occurs when Magnitude exceeds their threshold.  

Severe occurs when the Magnitude exceeds 10 points over the target's status threshold.

Resisting Status Magnitude

Status Save
Whenever a character is subjected to status magnitude of any kind, a character can attempt a Status Save, the bonus applied differs from condition to condition, but the defender always rolls a d12 and adds the total.

d12 + appropiate bonus (usually Attribute) + other bonuses = Status Save

If the defender rolls equal or greater than the Magnitude, they can Suppress the effect, then half the magnitude taken from that condition. This magnitude may persist until time passes or is cured.

Magnitude stacking
Even though a character may resist a Status, the condition can still leave points of magnitude on the character. This makes the defender more susceptible to being afflicted consecutive times as the defender must then roll to resist the newly applied magnitude plus the magnitude left behind.

Furthermore, even if the defender has exceptionally high resistances, if Magnitude exceeds the defender's Core value for that condition, they automatically fail the save.

Appropriate Bonuses
Status conditions often target a Core value, but resisting them is based on an Attribute score or relevant defensive Metaphor (Fitness, Disipline-Willpower). Generally physiological conditions that affect Body, resist with Endurance, psychological conditions that affect the Mind use Charisma. Other forms like being set on fire or being trapped in a net may require other Attributes, such as Agility for batting out flames, or Strength to break out of containment.

Break Checks
Occasionally there will be status conditions that are maintained manually through concentration and/or physically being applied, like a Grapple. When this happens, instead of rolling to resist the condition, the defender will be rolling to break out of conditions instead.

The break TN will be the same as the magnitude affecting the user. Roll a d12, add appropriate Metaphor and Attribute bonuses, if the value is high enough, the condition is broken. If it isn't, half the break Magnitude created is lost. To break out of conditions like this often requires at least one Action Frame of time to complete, and can only be performed once per turn.

Rounding Rule
When rounding Magnitudes for failed status afflictions or status breaks, you round down.

Components of a Status condition

Status conditions can be broken down into Effect, Affected Core, Resist Attribute, Magnitude and Persistence.

Effect (Minor/Full/Severe)

Effect is what the status condition does when a character is affected by it. Partial is the version of the status when Magnitude does not exceed the target's Threshold. Full is the version that does. Severe can occur when Magnitude is 10 or more points over the target's Threshold. At times, the magnitude value of a condition scales its effect.

Not all status conditions have a Partial or Severe effect, but all must have a Full effect. Suppressed effects do nothing.

Example Condition EffectsPoison: Deals X poison damage to target every 6 seconds (one round) or 1 minute outside of combat, where X is the Magnitude of the condition. Partial: Damage taken from Poison is halved (rounded down). Full: Damage taken is equal to magnitude.

♦ Ignite/Burn: Deals X fire damage to target every 6 seconds, where X is the Magnitude of the condition. (Partial). Full: Target suffers a 'Burn Injury' equal to this condition's highest magnitude, user takes 1.5x more damage (rounded down) from attacks to the affected area.

♦ Fear: Partial: Character suffers one stage of Disadvantage to approach take actions that involve approaching the Fear target.
Full: Character will be unable to do any actions towards the source of its fear and flee as far away from it as possible.
Severe: Each round that a target is in the presence of their Fear target, they lose health equal to their Fear Magnitude.

♦ Mind Control / Charm: Partial: Character suffers one stage of Disadvantage against a target that has Mind-controlled/Charmed them. Full: A Controlled/Charmed character is compelled to act in the interest of their master and will be unable to act otherwise unless they break free of control through Break checks. Severe: Character can't roll Break checks to escape Mind-Control or Charm effect unless disrupted externally.

♦ Trapped (Escape): Character is stuck inside a trap or in the clutches of a larger creature. They will be unable to move or act normally (with exception) until they break free. Target must roll Break checks to build up Break Magnitude and escape the trap.

♦ Buffed: As an example, a character may cast a beneficial spell or effect upon another and gain a Magnitude. For instance, a Magnitude of 3 would mean the buff gives +3 to a bonus, or it could mean it gives a fixed bonus for 3 turns and its Magnitude is reduced each time a round passes. Beneficial status effects are not normally resisted unless the player/character really wants to (for some reason).

Affected Core

Affected Core indicates which of the target's character’s Core Values or Status Threshold is affected by this condition.

Generally physiological conditions are Body-affecting and psychological conditions are Mind-based. Some special states like being caught inside a trap or grappled by an enemy can also be Reflex-affecting.

Magnitude

Magnitude is a numerical value that states how many Status points are applied when an attack or ability inflicts it, and depending on the condition's Persistence property, may also stay on the affected target for a period of time.

An attack or ability that inflicts status conditions is usually determined by rolls made and Metaphors or Features used to inflict it. Magnitudes may also be dealt as side-effects to attacks that do not innately create them, such as dealing knockback to a concussive attack that normally only deals damage.

Certain effects can't be resisted with Status resistance rolls. Knockback for example. In these cases, a special resistance is required or circumstances that reduce or negate the magnitude entirely. A character whose size and weight makes it difficult to move them might resist Knockback in this way.

Examples
♦ A character with +2 Strength (md6) spending an action to bolster an attack's Strength so that it may inflict d12 + md6 (3 to 18 pts) of Knockback Magnitude with a blunt weapon.
♦ A character with +3 Agility (md8) spending an action to inflict d12 + md8 (4 to 20) Bleed magnitude against a foe with their sharp weapon.

Resist Attribute

Resist Attribute indicates the Attribute to which a target may resist Magnitude points applied.

If the status condition can be recovered/cleansed naturally, then the appropriate attribute can be used to remove status points during each interval of rest. This uses the character's Attribute modifier to reduce Magnitude taken by its result, to a minimum of 1.

Persistence (Persist / Flash)

Persistence is how long a status condition’s magnitude remains after being inflicted upon a character. By default, Status conditions persist indefinitely (Persist), removed over time as part of recovery or until cleansed by an item or ability. Part of a Status condition’s effect will describe how points are added or removed whenever it triggers.

Flash Status Conditions are extremely temporary conditions that wear off by the next round of an encounter. Flash conditions often allow the one who used it to roll a die in order to boost the magnitude of their status-inflicting effect.

An example of a Flash condition would be a Stun effect that causes a character to be unable to perform any action other than try to Break the effect via Break checks. If the defender rolls a Save and succeeds, no magnitude persists from this Stun effect.

Fatigue / Stamina

Status points can be used to track a character’s status, such as Fatigue. There are a few ways characters can accrue and cleanse Fatigue during a game. Fatigue is a special condition that affects both Mind and Body cores, but only inflicts its strongest penalties when both cores are exceeded.

When Fatigue exceeds either Body or Mind, the character loses Advantage on all skill checks and ToHit checks (prevents Advantage). When both cores are exceeded, all checks (including Saves) are rolled at Disadvantage.

Fatigue can be accrued after an Encounter completes, whenever a character uses a strenuous ability or power, or after long periods of travel or without rest. Fatigue is then cleansed through Rest and tending to a character's needs.

If Fatigue goes beyond 10 points of a character's lowest Core value between Body and Mind, they will fall unconscious. They can only be roused to consciousness after their Fatigue is 10 or less than their lowest affected Core value.

You can keep track of Fatigue easily on the Character Sheet.