Difference between revisions of "Future Imperfect chapter 1"

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==Critical Failures==
 
==Critical Failures==
If more than half of your dice come up 1, you have achieved a critical failure, and something unusually bad happens, at the Master’s discretion, and the task fails automatically. Players should also be encouraged to narrate consequences of critical failures on their own. Be creative! Appreciate the result as a complication rather than a failure. Additionally, you cannot spend Fate Chips (Chapter XX) to reroll or add to your dice. Ignore any results of Tops during a critical failure.
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If more than half of your dice come up 1, you have achieved a critical failure, and something unusually bad happens, at the Master’s discretion, and the task fails automatically. Players should also be encouraged to narrate consequences of critical failures on their own. Be creative! Appreciate the result as a complication rather than a failure. Additionally, you cannot spend Fate Chips (Chapter XX) to reroll or add to your dice. Ignore any Max results during a critical failure.
  
 
=Task Numbers=
 
=Task Numbers=

Revision as of 18:28, 20 March 2016

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Chapter 1: The Basics

Terms

In Future Imperfect, there are a few terms used throughout the book. The players will be referred to as Crew, the GM as Master and characters as Heroes.

What you need

Besides some pencils and paper there are three things you need to play Future Imperfect: dice, cards and poker chips.

Dice

Because Spacelands is a game, we need some way of randomizing certain actions such as determining whether or not your Hero hears the alien creeping up behind him. We achieve this with dice. Future Imperfect uses 4-, 6-. 8-, 10-, 12- and sometimes 20-sided dice. These are abbreviated as d4, d6, d8, d10, d12 and d20. If there's a number in front of the type of die, such as 2d6, it means you should roll that many dice. If you see "5d8," for example, you should roll 5 eight—sided dice.

Sometimes there's a number added to or taken away from the roll, like "2d12+2.” You always apply the modifier after you roll the dice.

Cards

Future Imperfect also uses a deck of 54 playing cards. The game comes with a special set, but you can also use any set of playing cards with jokers, with the included table for conversion (see Appendix 1). Special card decks are also available for some types of characters or action mini-games (discussed in Chapter XX).

In combat, the cards are used as "Action Decks". One deck will be shared by the Master and Crew. Further instructions on how to use them are in Chapter XX. Certain character types (those with psionic powers, for example) need their own decks (Ability Decks). Be sure to be properly prepared, before starting the game, with the appropriate number of card decks. The Master should also have an extra deck or two for extras to use as Ability Decks.

Ability decks are to be shuffled after each use of a power or ability, or at the end of a scene (see the appropriate description). Be sure and take care to either keep the different decks separated, or have some way to differentiate between them.

The Action Deck

The action deck is 54 cards, representing steps 0-14 as well as other symbols as necessary. Each card contains many colored symbols (if you are colorblind the same color always correlates to a specific symbol or font type, such as italics or bold, so color perception is not necessary) as well as nine sets of values, each with their own use cases. That may sound complicated, but in the appendix we show you how to use any standard poker deck with Jokers as an action (or ability!) deck. And because each deck has all of the results and modifiers printed right on it, even complicated actions with many variables are easily described.

Chips

Future Imperfect uses standard poker chips for a great number of purposes described throughout the book. The standard mix at the beginning of any story arc is 50 white chips, 25 red chips, and 10 blue chips. Put all of these into a big cup or "Fate Pot" so you can draw them out of the pot without looking at them. Once you've set up the crew's Fate Pot, put unused chips away.

Only under special circumstances do you ever add new chips to the pot. Whenever you spend a chip (again, more later), toss it back into the Fate Pot.

Traits & Skills

Heroes, extras, and other characters are mostly made up of Traits and Skills. Traits are things like Strength, Reflexes and Acuity. These are expressed as a size and number of dice. A really strong alien might have a 2d12 Strength, while an elderly IRSOL probably has a 1d6 or even a 1d4.

Skills are the experiences your Hero has collected during his life, quantified by a set of numbers. These are rated from 1 to 5 initially and tell you how many Trait dice to roll when using that Skill.

Future Imperfect uses fairly broad Aptitude descriptions, so you often need to choose a "specialization". The fighting skill does not exist by itself, it requires a specialization such as brawling, knives, or swords. The same is true for a skill like science —you need to specialize in biology, chemistry, or engineering.

Training

When the Master calls for a test of one of your Hero's basic Traits, roll a number of Trait dice equal to its "Training". Trainings function just like Skills—they tell you how many of your Trait dice to roll whenever you need to test that Trait.

Trait tests are usually used when the Master wants to test a Hero's raw abilities, such as his Strength or Acuity. Reflexes is another Trait that you'll use often, especially in combat.

For instance, Antares Darkeye, a notorious space pirate, has a Dexterity of d10 with a Training of 4, so he rolls 4d10 to make a Dexterity test.

Mixing Skills

Skills are normally associated with a particular Trait. When the Master asks for a Skill task, such as a climbing roll, just use the physical trait associated with climbing (because climbing is a physical skill). But sometimes he might ask you for a climbing/Knowledge roll. This means he wants to see how much your character knows about climbing, not how well he can actually scale a cliff.

Interpreting Die Rolls

A character's Trait tells you what kind of dice to roll, and the Skill or Training tells you how many dice to roll. Your result is the highest number you get when you roll all your dice together. So if you roll 3d6 and get 2, 3, and 5, your result is a 5.

If there are any modifiers, they are applied after the dice are rolled. Negative modifiers are penalties of some sort, and positive modifiers are bonuses.

Allison McGee is sliding down a hill on her sleek and reliable hovercycle, although she is headed into the clutches of a particularly nasty bug. The Master wants a Ride: Cycle roll. Allison's riding is 2d8. She rolls and gets a 3 and a 4, not good enough for a success.

Unskilled Checks

If the Master requests a skill task for a skill your Hero does not possess, this is considered an unskilled task. In lieu of Skill dice, roll your character's Trait dice (using its Training as its Skill level), but divide the highest result by 2. Alternatively, if your character has a related skill, roll that instead, with a penalty of 2. Specializations within a Skill are always related—such as shooting pistols, flamers, and rifles. Other Skills may be related depending on the situation. Work with your Master to figure out if a Skill might be used in place of another. Only Skills may be considered related, never Traits.

Exceptional Success

Trait and Aptitude rolls are open-ended, this means if you roll the highest possible number on any of your dice, you can roll that die again and add the next roll to that die's current total. The maximum number on a die is called the "Max". You can keep rolling the die and adding it to the running total as long as you keep getting the Max.

If you should get the Max on several of your individual dice, roll them one at a time and choose to either keep the number rolled or try on the next Max die. Once you leave a die behind, it can no longer be used. This is only relevant with Skill and Trait Tasks, always roll for all Tops on damage rolls.

Allison is hanging on to the hillside for dear life after his horse's unfortunate demise. The Master wants a climbing total. Ronan has 2d8 climbing and rolls two 8s. Lucky dog. He rolls both Aces again and gets a 7 and an 8. These dice are hot. Ronan rolls the last 8 again and gets a 3 for a grand total of (8+8+3=) 19. He climbs up the hillside just as the thing below finishes his horse and snaps at his boots. <----Redo this example

Critical Failures

If more than half of your dice come up 1, you have achieved a critical failure, and something unusually bad happens, at the Master’s discretion, and the task fails automatically. Players should also be encouraged to narrate consequences of critical failures on their own. Be creative! Appreciate the result as a complication rather than a failure. Additionally, you cannot spend Fate Chips (Chapter XX) to reroll or add to your dice. Ignore any Max results during a critical failure.

Task Numbers

Those dice show a number, but what does it mean? Only the highest number rolled is used to generate a Task Number (TN). Consult the standard Difficulty Table below. The “difficulty" is determined by the Master and told to the player before they roll (except in special circumstances). The TN is the number you need to equal or exceed on your dice roll to succeed at that task.

Difficulty Task Number
Easy 3
Standard 5
Challenging 7
Difficult 9
Incredible 11

Escalating Success

Every time you exceed your Task Number by 5 points, you get an extra success level. This is called a "bump". Bumps are sometimes used to show your character has achieved something above and beyond the norm. Heroes are achievers, they escalate often.

Just as her father dies, he whispers a plea into Allison's ear. He wants her to go to Antares VII and protect an accused prisoner from certain doom. Allison is a Hero; of course she will set off for Antares.

The Master asks Allison’s player for a Fair (5) area knowledge roll to know the location. She gets a 10, which is 5 points over the TN of 5. That's a success and a bump. He knows exactly how to get to Antares, including some unadvertised shipping lanes and taxi routes.

Result

Success: You achieved the desired effect. If this is an opposed roll, the opponent continues to resist normally and you both should roll again next round.
One Raise: You manage to accomplish your goal with room to spare. If this is an opposed roll, your opponent loses or surrenders, at least until he can find another way to recover his loss.
Two Raises: You make it look easy. If this is an opposed roll, your opponent surrenders and will not resist or attempt to recover without a major change in the situation.

Contested Rolls

Occasionally, your Hero may attempt a task that is also being attempted by another individual. If this is the case, the Master relays the difficulty (usually 5) and all parties make their roll. There are three possible types of contested rolls: races, contests or competitions.

In a race, the object is to be the first to successfully complete the task. In this case, successive rolls are made until at least one party succeeds (exceeds the TN). If multiple parties succeed on the same battery of attempts, the one with the highest result succeeds first. In the event of a tie, give all parties an opportunity to secretly play a chip. Reveal these chips simultaneously. Whoever has played the highest chip spends it and wins. All other parties lose, and any wagered chips are not spent. If no party plays a higher chip than other successful parties, a contested (contest, see below) Trait roll should be performed, Reflexes for a physical task or Acuity for an uncarnate task.

In a contest, parties are attempting to achieve the best result. All parties roll the appropriate Skill or Trait, and the highest result is the winner (regardless of success or failure, there is no TN). In a tie, roll again until there is a single victor.

A competition is exactly like a contest except that ties are possible.

In some cases, the Master may declare that escalations have value in the contested roll. Escalations are counted from the opponent's total.

Allison gets to Antares just in time. Now she has to convince a crowd of rowdy locals not to bust through him and the few IPA deputies that have stayed on duty in the face of such overwhelming odds.

The Master asks for a persuasion total. Allison gets a 7 and the leader of the mob gets a 5. The citizens back down, but since she didn't get any escalations they haven't given up just yet.