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Save

From Metaforce TTRPG
A Save occurs when an attacker or trigger meets or beats their target's Status Defence. The target may have the opportunity to make a Saving Throw as a last-ditch effort to minimise the effects on undesirable or deadly conditions. Succeeding reduces the magnitude of the effect whereas a Critical may negate it entirely.

Save Trigger Requirements

A character can make a Saving Throw under the following conditions:

♦ The Game-Master asks a player to roll a Saving Throw for the character, including bonuses if any.

♦ Character has Proficiency or Expertise in an Attribute or Status Defence that the Saving Throw allows. They can add their Attribute Bonus or die to this roll, respectively.

♦ Character owns a Metaphor or Feature that lets them roll Saving Throws, following any proficiency rules as stated above.

♦ Game master permits the character to Exert X to trigger a Saving Throw, additional cost may raise the throw to Proficient or Expertise.

♦ Player has access to a Meta Power to trigger Saving Throws, and may pay MP to do so.

Proficiency and Expertise

If a character is considered Proficient, they can add their Attribute Bonus to the check. If they have Expertise, they can roll their Attribute dice instead. Attribute dice are the same as Metaphor Component dice ranks.

If a character is neither but still allowed to roll a Saving throw, they roll a d12 and whatever modifiers their exception permits.

The Saving Throw

The base TN for a Saving Throw is 12 minus the character's Attribute bonus. So a bonus of 2 means a TN of 10. Rolls the following formula, if they meet or exceed the TN, they Succeed on the Save, otherwise they fail:

[ Saving Throw Target Number = 12 - Attribute Bonus ]
[ Saving Throw = d12 + Attribute Bonus OR Attribute Die ]

If the character rolls 10 or more higher than the Save TN, it becomes a Miraculous Save, instead of reducing the status magnitude, the magnitude is reduced to 0 and the character is unaffected. Rolling a 12 on this die still explodes as any regular d12 does.

"The Rogue sneaks into the Archmage's chambers to steal an artifact. As they approach a box containing what they seek, they are subject to a Magnitude 30 Sleep status effect upon touching it. This exceeds their Mind Defence of 16 to the point they will get a Severe condition (Sleep for 24 hours). The Rogue has a Metaphor to allow them to roll Mind Saving Throws with Proficiency. So with their Charisma of 3, the Target number is reduced to 10 and they roll a d12 plus 3. If they meet or exceed the TN, they reduce the magnitude by half and only become Drowzy for the lesser form of the Sleep effect."