Future Imperfect chapter 2

From benscondo.wiki-rpg.com
Revision as of 17:45, 17 March 2016 by Melonberg (Talk | contribs)

Jump to: navigation, search

Chapter 2: Building a Hero

Making a character in Spacelands is easy. Just copy the character sheet found in the back of this book and follow along as we explain how to fill it in. If you're in a hurry or want to try the game out before making your own character from scratch, there are 12 archetypes on pages XX. If you want to use one of these, you need to give them a proper name, but other than that, these Heroes are ready to hop off of the pages and into the world of Spacelands. To create your own hero, follow these 8 basic steps:

1. Concept
2. Traits
3. Aptitudes
4. Hindrances & Edges
5. Race
6. Impetus
7. Background
8. Gear

ONE: CONCEPT

The first step in making your hero is to have some kind of idea who you want your character to be. There are hundreds of basic types available in the world of Spacelands, from scientists to explorers to pirates. Let your imagination run wild. If you don’t already have a good idea for the type of hero you'd like to play, look at the character sketches on the following pages. You can even mix them together if you want. There's no reason you can’t be a former marine officer turned lawman or a space pilot who occasionally turns in his customers for bounty. At the end of each character sketch you'll see listed a few Aptitudes, Traits, or Edges these character types usually have. These categories and terms are explained in their appropriate steps (later on in the book), so you can come back and check your character sketch’s recommendations again once you've read through the rest of the creation process. Finally, remember that these sketches are broad generalizations—you can alter a sketch to fit your own ideas any way you choose. Not all Space Marshalls are brave and honorable, and there's no reason a space traveler can’t make his living as a gambler.

TWO: TRAITS

In Spacelands, characters’ raw physical and mental abilities are defined by Traits. Each character has 8 basic Traits—four corporeal (physical) and four mental. These are rated on a scale from 4 to 12, with the average being a 6.

Die Type Description Cost
4 Sorry 0
6 Average 1
8 Good 2
10 Amazing 3
12 Incredible 5

Each of these Traits is described here to help you figure the differences between them.
Corporeal Traits
Dexterity: Hand-eye coordination, agility and manual dexterity. Great for blasting holes in things.
Reflexes: Reflexes and speed.
Strength: Raw muscle and brawn.
Fortitude: Endurance, constitution, and general fortitude.
Mental Traits
Acuity: Perception, intellect and general alertness
Knowledge: Education from school and life experience.
Presence: Presence and influence, as well as charisma and how the character is regarded by others.
Essence: Psyche and spiritual presence.
Coordination

Traits are essentially die types. A character's Coordination is how many of those dice you should roll when the Starmaster calls for a Trait check.

More than Human

Sometimes you're going to run into people or creatures that are more than human. If your character has psionic abilities, he might even have "supernormal" Traits himself on occasion. After reaching a d12 in a Trait, the Trait's value rises in steps of 2. The next highest Trait after d12 is d12+2, then d12+4, and so on until you end up running into some beings that could give nightmares to your nightmares.

Concussion Threshold

Concussion Threshold (CT) is a special Trait that is derived from your character's Fortitude + Essence die types. This represents the amount of shock, fatigue, or trauma your character can take before he keels over. CT is represented only by a number. It has no die type. If your character has a d8 Fortitude and a d10 Essence , his CT is 8+10=18.

When his CT is reduced to zero or less the character is effectively out of the action. At his discretion, the Starmaster might rarely allow a concussed hero to crawl or conduct very simple actions depending on the circumstances, but in general, they're dazed, able only to bleed freely or quietly moan and groan.

THREE: APTITUDES

Aptitudes are skills, talents, or trades a character has learned during his life. For most people, these skills range from 1 to 5, as shown on the Aptitude Level Table below.

Level Description
1 Beginner
2 Amateur
3 Apprentice
4 Professional
5 Expert


Aptitude Points

The character generation table lists the number of points you have to put into Aptitudes (purchase skills). During character creation, each Aptitude level costs 1 point, so a 1-point skill costs 1 point, and a 4-point skill costs 4 points. You can’t start the game with an Aptitude higher than 5, although you can raise your Aptitudes higher than that later if you really work at it.

Chapter XX lists the standard Aptitudes available in Spacelands, grouped by the Trait they are normally associated with. Feel free to make up new ones if none of the standard Aptitudes fit, and look for new ones in later Spacelands books.

We've left space on the character sheet (check for that in the back of the book) for these extra “specialty” skills.

Concentrations

"Concentrations" are listed in italics below some of these Aptitudes. If Concentrations are listed, then one must be chosen. Shooting, for instance, must be followed by a pistol, rifle, or shotgun, as well as the appropriate weapon type Concentration. Example: Shooting: Blast Pistol. See chapter XX for an Attribute list and a detailed overview of their scope and usage.

FOUR: HINDRANCES & EDGES

Hindrances are physical or mental handicaps. You can take up to 10 points in Hindrances during character creation. These can be used for Edges or more Aptitudes. The number of points each Hindrance is worth is listed next to its title. Ranges of numbers or numbers with slashes indicate that the Hindrance comes in more than one level of severity. The higher the number, the worse the Hindrance affects your Hero.

While you get points for Hindrances now, they're far more important in helping you earn Fate Chips (more on that later). If you choose a Hindrance, you must be willing to roleplay it. That's how you earn rewards (Fate Chips) that can be used to save your skin and help improve your character.

Edges are physical bonuses or background advantages you can purchase for your character. You purchase these with the points listed in the character generation table. Descriptions of each of the Edges and the effects they have on your character follow. Chapter XX has a list of Hindrances and Edges, as well as rules for making your own.

FIVE: RACE

Each character must come from somewhere, both physically and genetically. The former will be covered in the next section, while the latter is covered here. Spacelands races are classified two ways. The first is what we will cover here, the meta-race. The second is the specific race.

In Frank Herbert’s Dune, the humanoid inhabitants of Arrakis are called Fremen. Their meta-race is Humanoid, their specific race is Fremen.

What follows are some general descriptions of meta-races. They provide guidelines you can use to create the races that inhabit your universe. More detailed descriptions of the Races, as well as rules for creating your own meta-races, can be found in the Race chapter.

Humans and Humanoids

Humans are very similar to the standard Terran model and represent races sprung from common stock during the Forerunner Period. With the collapse of the great interstellar empires of the Forerunners, the various planets containing the human races were isolated, and local variations crept into each planetary subspecies. However, all humans are genetically compatible and may intermarry.

Humanoids are representative of human races who evolved away from the basic racial type during the long isolation of the Interregnum between Forerunner Civilization and the rise of the current Star Cultures. Because of genetic ‘drift’ and evolutionary adaptations to local environmental conditions, humanoids are not necessarily genetically compatible with humans and exhibit marked differences in general appearance, physical traits, and mental faculties. Arrangement and even function of internal organs is different from the parent race; but despite these and other factors, humanoids are still clearly related to human. This very fundamental relationship makes both intense association and violent conflict possible.

Humans and Humanoids may increase one Trait die type one level, maximum d12, but receive no Edges, Hindrances or other adjustments.

Transhumans

Transhumans tend to appear occasionally in human populations and seem to represent individual evolutionary mutations pointing toward a new stage of racial development. It has been the hypothesis of some geneticists that the ‘Transhuman’ or Transitional Human is evidencing some of the traits of the parent Forerunner Race as Forerunner genetic manipulations of the human stock grow weak with the years and permit the release of the potentials carefully restrained in the interests of breeding ‘warriors’. Detection of these unique individuals is rare, and many say inconclusive as well, for there are little external or internal differences to really set Transhumans apart from the human races from which they arise. It is suspected that most have naturally developed Psionic powers, but such powers tend to be carefully hidden from general knowledge by the Transhumans themselves.

Races of Transhumans are very rare. They may evidence some external differences from humans, notably in such factors as shape of facial features and ears. These races still belong to the human race and can intermarry successfully with humans, their offspring having traits of both parents. Development of Psionic Talent as a mental science also marks the Transhuman Star Cultures. This is quite in keeping with the general thrust toward intellectual attainments which stands as the ultimate goal of individuals and society. Transhuman characters may have no Trait at d4 (they may not place a d4 in a trait), and may convert up to one d6 Trait to d8. They also receive one extra coordination point on up to three different Traits, with a maximum coordination of 4. Transhumans must be either Latent or Adept in Psionics.

Pithecines

The Pithecines are bipedal creatures with roughly humanoid shape. They have evolved from stock related to the lower primates of Terra and bear a characteristic ape-like appearance. Some Pithecine races have achieved considerable intellectual and cultural development, but few have equaled human levels.

Pithecine characters may not assign a d4 or d6 to Strength or Vigor, and can add one point of coordination to one of those.

Canines

Canine humanoids appear to have descended from stock related to hunting dogs or wolves. They have evolved into a general bipedal shape, but still exhibit many physical traits and behaviors of their ancestors.

Canine characters may not assign a d4 to Strength or Vigor, and add 1 to their Pace. Canines have one extra level of alertness at character generation. Canines have two levels in the Track Aptitude for free.

Felines

The Felines are descended from large hunting cat stock, but they have evolved into a bipedal humanoid form. Felines exhibit many of the characteristics of the ancestors, particularly a well-developed fastidiousness and a seemingly ‘nervous’ temperament that is really a continual readiness to act decisively in an emergency. Felines are highly individualistic creatures and respond sullenly to unjust or dictatorial treatment. They rarely forgive and never forget an injury, and a resultant tendency to seek personal vengeance therefore characterizes most Felines. All Feline cultures are circumscribed by propriety, with customs and behavior patterns that establish the bounds of ‘correct and proper conduct’. This sense of what is fitting and proper replaces the human concepts of ‘right’ and ‘wrong’. However, as propriety largely aims at defining the areas of personal freedom so vital to Felines, the overall result of their views is an attitude corresponding closely to many human ideas of justice. All Felines are unreformed carnivores and not only enjoy eating meat, but also prefer to hunt their prey where possible. Feline metabolisms tend to be iron-based. Life expectancy is 100 - 125 years in advanced races, and about 50 years for ‘primitive’ races. Felines have two distinctly different racial classifications.

Avatars

Avatars are members of a highly individualistic Feline racial group that eschews many of the trapping of technological ‘civilization’ as decadent excepting weapons. These Feline races stand very close to the ancestors in their aloof, sensual manner and in their sheer ferocity when angered. Avatars have permanently extended, very sharp claws.

MekPurr

Unlike Avatars, MekPurr are very lithe and leisure oriented. Their cultures prize intellectual pursuits, especially highly technical. Their cultures are the recognized masters of cybernetics and robotic automation. MekPurr have retractable claws.

All Feline races receive two free levels of alertness and one extra coordination in Cognition. Avatars receive an extra point of coordination in Strength, Deftness and Vigor, and add two to their pace. MekPurr receive an extra coordination in Knowledge. Avatars increase their Quickness die type one level, to a maximum of d12.

Avatars may not assign d4 or d6 to Strength, Deftness, Quickness or Vigor. MekPurr may not assign d4 to Deftness, Knowledge or Cognition.

Ursoids

The Ursoids are bear-like creatures particularly notable for their great strength and hardiness. Ursoids are bipedal, with 2 arms and 2 legs, and erect posture. Forepaws have evolved into hands, but powerful and very dangerous claws are retained. Body hair is full and dense, ranging in color from ‘polar bear’ white to buff, brown, and black. Overall appearance is very bear-like, with massive musculature. Ursoids have ‘refined’ body shapes, compared to primal ancestors, and are well adapted to bipedal locomotion. Males range from 180 cm to 225 cm in height and mass of 100 kg to 220 kg. Females are somewhat smaller, but still are significantly larger and heavier than the males of human species, attaining as much as 125 kg mass and height of 200 cm. Ursoids can attain speeds comparable to those of humans both in sprints and over long distances.

Ursoid characters may not have d4, d6 or d8 in Strength or Vigor. They also may not place d12 in Cognition or Knowledge.

Either the Strength or Vigor die type may be increased by one level, maximum d12. They receive two extra levels of coordination in Strength (maximum 4) and one extra in Vigor. Ursoids add one to their size.

Avians

The Avians are descended from ground-dwelling birds. Even in low gravity conditions, flyers do not attain sizes sufficient to make racial dominance on the planet a likely prospect, however some Avian species do glide.

Avians are bipedal, with wings evolved into ‘arms’ with grasping appendages that function efficiently as ‘hands.’ Avian legs are strong and adapted to running at high speed. Feet typically possess talons suited for kicking and striking at enemies. The head has all of the characteristic avian shape of lesser species, often resembling the features of hawks and eagles, with keen eyes and sharp beak. The head and body may be covered with feathers of various hues, males tending to be more decorative than females. The feathers themselves tend toward a downy, almost fur-like appearance and texture. Avian musculature is strong, but body weight is relatively lower than for other species of similar size because most Avians retain hollow bones. Speeds are definitely faster than for most races.

Avians may not place d10 or d12 in Vigor. They may not place d12 in Strength. An Avian may be deemed a glider, if so chosen, their Deftness may not exceed d10, but they may glide at a speed equal to their Pace. Avians subtract one from their size.

Saurians

Saurians are descended from warm-blooded hunting dinosaurs and exhibit many characteristic of their ancestors. The Saurians are especially notable for their considerable strength and size, which rivals that of Ursoids.

Saurians are ‘reptilian’ bipeds with 2 arms, 2 legs, and erect stance which is aided by a balancing tail. The general shape is that of a small hunting dinosaurian of approximately man-size. The skin is a fine scale of greenish to brownish hue, although other shades may be encountered, including vivid coloration in iridescent greens, blues, reds, etc. Some species have a form of body hair related to the feathers of birds, and this covering may also be colored as variously as scales, The heads are remarkably bird-like in appearance, especially in the fur-covered species, and the Saurians therefore have anything except a ‘reptilian’ look to them. Their tongues flick in and out regularly to smell the environment, as the olfactory sense is typically maintained in the tongue. Some species have olfactory organs in the nostrils, however. As in the case of most sentient races, their forepaws have developed into hands with thumbs and, opposing fingers, some races still retaining short claws which can be used in fighting. The feet are taloned in much the same way as noted for Avians, and these are used as fearsome weapons in close combat. The jaws also contain formidable fangs capable of rending and tearing an enemy with good effect.

Saurians may not place a d4 in Strength nor a d4 or d6 in Vigor. They also may not place a d12 in Quickness. They receive one extra coordination in Vigor. Saurians receive the Edge: 360 Degree vision. They also receive the Edge: Vibration Sense.

IRSOL

IRSOL are descendants of humanoids who grew up in low or zero gravity, in a managed environment. They tend to resemble their humanoid ancestors, but are somewhat taller and slimmer. Because of their origin in a very controlled environment, they are also less able to adapt. One physical advantage they do gain is increased lung capacity and tolerance to changes in pressure. IRSOL may not place d10 or d12 in Strength or Vigor. They receive the Edge: Adapted Lungs.

SIX: IMPETUS

What moves your hero? Why does he transcend the mundane and achieve the legendary? The motivation behind your hero is the foundation of Impetus. The nuts and bolts of Impetus will be covered in Chapter: XX.

SEVEN: BACKGROUND

Now it's time to add the "meat" to your hero's skeleton. You need to answer some basic questions about where he's been, where he's going, and what he wants out of life. Scratch these down on a separate piece of paper if you like, just so that you and the Starmaster can keep it all straight.

If you can’t think of all the answers right away, play a session or two. Once you've gotten a feel for your hero's style, come back and fill in whatever you've left out.

EIGHT: GEAR

Heroes start with XXX and the clothes on their back. Everything else needs to be purchased. See Chapter XX for a list of gear.

GEAR

As was mentioned in the last section, each character normally starts with XXX to purchase gear. If you took the Wealth Edge, you've got a whole lot more than that to play with. See page XX for a collection of equipment lists.

There's all sorts of other things for sale in the known universe—lots more than could possibly be listed in this book. If a character wants to buy something not on the list, it's up to the Starmaster to set a reasonable price -or unreasonable- depending on the situation.

Some of the tables have all sorts of statistics for weapons. If this is your first time through the book, you may not understand them all right now. All becomes clear in Chapter XX.

Equipment Quality

Most anything in the equipment tables can be bought at cheaper than normal prices. Common items such as clothes are ratty and torn, hats are crumpled, and other gear barely functions. The effects of these kinds of items are usually social and situational.

Cheap weapons, vehicles, and the like can cause more life-threatening problems. These items have a malfunction number just like inventions. For 75% of the normal price these items have a malfunction number of 19-. If your character buys his gear at half off, the malfunction number is 18.

Whenever your character makes a Trait or Aptitude roll that somehow relies on the equipment (like an Athletics roll if your hero has a cheap jump belt), designate one of the dice as the malfunction die (use one of a different color). If this die rolls is a 1, roll a d20 as well. If the result of your die roll is higher than the malfunction number, something‘s gone wrong. The Starmaster will let you know the consequences of your extreme thriftiness. If the d20 roll is less than or equal to the malfunction number, decrement the malfunction number.

Read on for some price lists and a few notes on some of the items your Hero might want to carry with him.

GEAR LIST

Ranks

Now that you have developed your concept and have an understanding about Traits, Aptitudes, Hindrances, Edges and Races you can begin the nuts and bolts of character creation. The first step in generating a character is ranking the five aspects from 1-5. Alternatively, with Starmaster permission you can spend 15 rank points on the five columns.

Rank Aptitude Edges Race Psi Traits
1 18 -1 A x 10 (-1)
2 24 0 B x 11 (0)
3 28 1 B N 12 (1)
4 32 2 C L 13 (2)
5 40 3 D A 14 (3)

Aptitudes is the number of points to assign to Aptitudes.
Edges is the net cost of Edges after subtracting Hindrance points.
To select Race, consult the following table.
A Avian, IRSOL
B Human, Humanoid, Pithecine, Saurian, Canine
C Mekpurr, Ursoid
D Transhuman, Avatar

Psi of N means the character is a psionic null (see Chapter XX, Psionics), L is a latent and A is an adept. An x means no psionic potential whatsoever.
Traits lists two numbers. The first number is the sum of the costs (see Trait table) of all the die types of the 8 character Traits. Each Trait has a coordination of 2 by default. The number in parentheses are the extra coordination points to assign.