Metaphor
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Metaphor SystemSkills, combat techniques, superpowers and more can be created and used through the use of Metaphors. Metaphors make up the key parts of a character’s build and define many of their capabilities. Metaphors allow players to define what their character is capable of using a module system of modifiers. A Metaphor is made of two layers, the Anatomy of a MetaphorMetaphors are made up of four main components, The Type, Baseline, Ability and Sub-Ability. TypeThe Metaphor Type helps determine how the Metaphor is used and how it is processed in game. The following types include: ♦ BaselineThe Baseline is the Description of a Metaphor that may require clarification, provided it can't fit inside the Ability scope and bonus description. It describes the intent, purpose and functions of the Metaphor, as well as any stats necessary for it to function properly in game. This is most important for Specified and Power type Metaphors, but less critical for Improvised and Skill type Metaphors. Combat Metaphors may benefit from a Baseline description as it does pertain to certain solid game mechanics such as dealing damage. Certain things may modify the potential of the Ability when conditions are met, the baseline can also specify what these conditions are, and what happens when they are met. AbilityA Metaphor's Ability acts as a root modifier, a bonus that applies to all actions the Metaphor affects and the parent of any Sub-Abilities it is linked to. A Metaphor starts with a value of +1 and increments by 1 each time it is improved with experience points or some other method. Ability scores usually require two things: The Example
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Sub-AbilityA Metaphor's Sub-Abilities are branches of the Ability layer that add more customization to an existing Metaphor, granting additional bonuses or adding new functions it didn't have before. Generally, Sub-Abilities have more specific conditions that can apply bonuses in the right circumstances. Whenever the user improves their Metaphor's Ability value, they gain an equal number of Sub-Ability points to a new Sub-ability or improve an existing one. So a +1 Metaphor will have at least one +1 Sub-Ability to match. The total value of Sub-Abilities should match the Ability value above it. Specialization BonusUsually a Sub-Ability for Skill Metaphors. The scope of these Sub-abilities covers a specific task or circumstance to which the main Ability can apply to. When the condition is met, the user gains the bonus in addition to any other modifiers on a check. Specialization Bonuses can also influence how a character is able to approach problems, as such Sub-Abilities create The Precedence scale, from least or most influential is: Action-SequenceAn For example: A An Action-Sequence can only be used a number of times equal to its Sub-Ability score, so
Advanced forms of Action-Sequences can be created with 3 or 4 actions. 3 actions can be combined into an Action-Sequence that costs 2 Action-Points. And a 4-action can be combined into an Action-Sequence costing 3 Action-Points. The order of actions as well as the specific form of actions are taken into account when creating all Action-Sequences. Dice BonusSub-Abilities, especially ones pertaining to Skill and ToHit checks, will be granted a special dice bonus relative to their Sub-Ability value. The dice used starts at d4 at +1, and increases to d6, d8, d10 and then d12 at +5 value. When interpreting the dice bonus from Sub-Abilities, take the higher value between the rolled die and the Sub-Ability value. So the possible results are as follows: ♦ +1: 1 to 4 (d4) ♦ +2: 2 to 6 (d6/2) ♦ +3: 3 to 8 (d8/3) ♦ +4: 4 to 10 (d10/4) ♦ +5: 5 to 12 (d12/5) For Sub-Abilities with a value of +6 or higher, this is treated as the same as +5, but with the added fixed value: ♦ +6: 6 to 13 (d12/5+1) ♦ +7: 7 to 14 (d12/5+2) ♦ +8: 8 to 15 (d12/5+3) etc... Multiplier Bonus (X)Sub-Abilities and Features can provide a bonus based on a multiplier instead of a fixed value. Multipliers can become difficult to balance, so you will have to check with your GM to whether this is appropriate for your Sub-ability or Feature. This can be improved with experience points, or based on the user’s Ability or Level rank. A multiplier-based bonus may use another parameter to base itself, such as a movement-based Metaphor giving bonus movement speed/distance multiplied by the ability value. Instead of moving an extra foot in distance, each multiplier can be 5 feet so that it confirms with distance/grid guidelines. It could also be used to multiply the number of dice thrown as part of an ability/sub-ability. Multiplier-bonuses can’t affect gameplay outside of the Metaphor itself, so it can’t multiply damage of a weapon if it is not the weapon itself, or the dice thrown that wasn’t created by the Metaphor itself. Rank Bonus (R)When creating more powerful Metaphor Ability or Sub-Abilities, you may want to restrict the value to how many ranks a particular stat is worth. These are denoted with the R mark and can’t be improved, thus it can never have a plus number next to it. Trained counts as 1, Adept counts as 2, Expertise is 3, Mastery is 4, and Legendary is 5. Static Feature (*)Occasionally, a Metaphor can have an added effect which can’t be scaled up numerically. This is called a Static Feature and is denoted with an asterisk mark. Static features can’t be enhanced and thus have no plus numbers. For example: A feature may grant the function to “Silence movement during a Stealth check”, but because this type of benefit can’t progress logically anything further, it can’t be improved or enhanced. This becomes a static feature that is active whenever its conditions are met or the main Metaphor is in use. |