Difference between revisions of "Future Imperfect chapter 6"

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== Edges ==
 
== Edges ==
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Charlie:  But the most we can hope for is to get you buried in secrecy so your grave don't get violated!
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Lincoln F. Sternn:  Take it easy Charlie. I've got an angle.
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A collection of Traits and a list of skills is a good start to determine what your Hero is capable of—his strengths and capabilities, by the numbers.  Another aspect of any good hero (or villain, even!) are some of their facets that aren’t so easily quantifiable.  When creating your Hero, you surely have a notion in mind of what sort of character you wish to portray in the story.  Assigning traits lays out the frame work.  When selecting skills, you are beginning to flesh out what this Hero knows how to do.  You might even be thinking about how your Hero learned some of the things he knows how to do.  Building the background for your hero is good!  It will keep him from being so faceless to you and the other players.  One final touch for a Hero in Future Imperfect are his edges—both sharp and rough—that help give a greater sense of what kind of person the Hero is and how he can impact the story, beyond the sheer numbers that define him.<br>
 
A collection of Traits and a list of skills is a good start to determine what your Hero is capable of—his strengths and capabilities, by the numbers.  Another aspect of any good hero (or villain, even!) are some of their facets that aren’t so easily quantifiable.  When creating your Hero, you surely have a notion in mind of what sort of character you wish to portray in the story.  Assigning traits lays out the frame work.  When selecting skills, you are beginning to flesh out what this Hero knows how to do.  You might even be thinking about how your Hero learned some of the things he knows how to do.  Building the background for your hero is good!  It will keep him from being so faceless to you and the other players.  One final touch for a Hero in Future Imperfect are his edges—both sharp and rough—that help give a greater sense of what kind of person the Hero is and how he can impact the story, beyond the sheer numbers that define him.<br>

Revision as of 09:44, 12 July 2016

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Edges


Charlie: But the most we can hope for is to get you buried in secrecy so your grave don't get violated!

Lincoln F. Sternn: Take it easy Charlie. I've got an angle.


A collection of Traits and a list of skills is a good start to determine what your Hero is capable of—his strengths and capabilities, by the numbers. Another aspect of any good hero (or villain, even!) are some of their facets that aren’t so easily quantifiable. When creating your Hero, you surely have a notion in mind of what sort of character you wish to portray in the story. Assigning traits lays out the frame work. When selecting skills, you are beginning to flesh out what this Hero knows how to do. You might even be thinking about how your Hero learned some of the things he knows how to do. Building the background for your hero is good! It will keep him from being so faceless to you and the other players. One final touch for a Hero in Future Imperfect are his edges—both sharp and rough—that help give a greater sense of what kind of person the Hero is and how he can impact the story, beyond the sheer numbers that define him.


But what is your Hero’s background, other than talking points that you made up? How does your intricate personal story affect the game, if at all? What possible benefit can there be to having a flawed character? This chapter aims to answer those questions and others with the introduction of edges.


The Basics:

  • Edges are broken down into sharp (perks) and rough (flaws)
  • Edges are optional. They are purchased based on their frequency (how often they can freely be used in the game).
  • More basic rules here


Perks: The Sharp Edges

Edges that are generally beneficial to the Hero are called sharp edges, or perks. They will generally allow for some ability that the average human is not capable of doing (such as the gills perk that would allow them to breathe underwater) or grant an innate bonus to an ability (such as the Brave perk that might help with fear and terror checks).


Flaws: The Rough Edges

Edges that are generally detrimental or impose complications on the Hero are called rough edges, or flaws. They will usually impose a penalty when trying to accomplish a task, or establish a Scene Attribute for the character in question. If the flaw is psychological or a compulsive behavior, the penalty may apply to any check that goes against the nature of the compulsion. If you have the Coward flaw, but try to stand and fight when the master has invoked your flaw, you may face penalties during the fight because every fiber of your hero’s being is telling him to run.


Leonid Kovnachuk has led something of a blessed life. You might not believe it for the myriad wounds that line his thick skin and are the root cause of the irregularity and patchiness of his thick fur, but if you had been there to see how he got those wounds, you would wonder how he had survived at all. Chuk’s player has chosen the Edge “Lucky” for his Hero. To counterbalance this edge, he also chooses the flaw “Vengeful.” The player imagines that Chuk will be a kind of rough and tumble soldier who often wades hip-deep into a fight and manages to come out every time (so far!). However, Chuk has a mean streak when it comes to people doing him wrong; he suffered for many years under the oppressive yoke of the GPR, and refuses to let others get one over on him without making them answer for it.


You should always attempt to roleplay your Hero’s rough edges. Imposing penalties in relation to flaws is purely mechanical and largely devoid of storytelling or creativity. That part is up to you as a player. Many flaws may be handled in the game with creative roleplaying without the cold imposition of penalties. By altering how the player approaches or deals with an obstacle, the flaw has made its presence known on the metaphorical page of the story. A cowardly hero might be played so that he makes every attempt possible to avoid a fight. That is roleplaying. But what if he can’t avoid it? Or he finds a cause worth fighting for? That is where the penalties would be applied. However, not every instance of a flaw being invoked need be that momentous; sometimes it is much smoother for gameplay for the master to impose a brief penalty when a rough edge is invoked. The storytelling importance of the flaw will become quite clear if your Hero has to deal with the consequences of failure!


Edges are intended as another means by which the players and the Master can interact with the story, by invoking special abilities or dealing with limitations. Though many of them are used as such, they should not be considered “powers” or “weaknesses.” They are not necessarily “always on,” but when they are called into play, they should have some kind of impact on the story.


When Tara 7 slips away from the brewing tension in the ship’s lounge, Chuk is seated across the poker table from Sid Scorpio. The Blarad is certain that his friend has just fleeced him of over 400 credits at a game of poker. Clearly, luck was not on Chuk’s side in this scene (as his player chose not to invoke his perk). However, the Master informs the player that this is a moment where Chuk’s vengeful nature might kick in, and invokes the Hero’s flaw. It is now up to the player to determine Chuk’s path.


A Hero is more than his edges, though. They do not completely define him any more than his highest trait or skill. For this reason, edges need not play a part in every scene. By the same token, rough edges shouldn’t prevent a Hero from acting, but should provide the opportunity for complication beyond the player’s control. To simulate this storytelling convention in game terms, we use the mechanic of frequency to determine how large a part any given edge plays in a Hero’s life, which is to say, how often it comes up in the course of the story.


When you choose a sharp edge for your Hero, you must also choose a frequency for it. This frequency will determine how often you can “invoke” the edge; in essence, bring it to the fore and make it part of the story. For rough edges, the frequency determines how often the Master should consider invoking them. When edges and flaws come into play, it is the chance for something special to happen, even if it is mundane in nature. It is an opportunity for something you have crafted about your Hero to make a splash on the metaphorical pages of the story. The frequency is rated in terms of storytelling time: scene, session and chapter. This rating determines how often perks can be freely invoked, and how often flaws may affect your Hero.


This doesn’t mean that once you or the master have reached the frequency “limit” that the particular edge or flaw is used up or out of play; that is where story chips come in.


Story Chips: The Currency of Cool

Throughout the game mechanics of Future Imperfect, story chips can frequently be utilized by the players to influence the game in multiple ways. They can be used to improve dice rolls or shift results on an action card. They can be used to heroically soak damage and withstand punishment like a boss, or to resist giving in to an opponent’s psychological attack. These are but a few of the more common uses. With edges, story chips earn another use.


Ultimately, story chips are a kind of currency. They are something you can earn and use for positive effect in the game, the story. If you want your Hero’s perks to make more of an impact on the story (either in frequency or effectiveness), you can spend story chips to do so. Likewise, since people tend to learn and grow more from their failures rather than their successes, your Hero’s flaws are an important mechanism for earning story chips. When a Hero’s flaw makes an appearance, it is impacting the story in a way not possible without your flawed nature! For that, you should earn a story chip that can later be used for something cool. This can also be used to discourage flawless “Mary Sue” types. Heroes who elect to have no or very few flaws might find themselves short on chips compared to others who have chosen to play Heroes with a greater number of rough edges that give the Master more to work with. Sometimes flaws and complications help move the story better than any other motivators. The movement may not always be in the proper direction, but sometimes a story is like a road trip: It’s not always the destination that is important, but how you got there!


Designers note: If you play RPGs long enough and with a talented set of players and game master, you will inevitably come across situations like these. Sometimes it is an innocuous situation that becomes a focal point due to one simple skill check failure that quickly becomes a comedy of errors. Eventually, these encounters sometimes snowball into a major plot point, or a scene that the players all reminisce about later on because of how things went wrong (and became memorable!) rather than how they went right. We aren’t suggesting that as a player you should purposefully try to be a fail magnet, or that as a Master you should crush the heroes with misery and defeat (because sadness is fun?), but focusing on making an entertaining aside out of bad luck or mishap can be just as enjoyable a story as success. Besides, is final victory ever as sweet when the road to the climax isn’t a little bumpy?


Chuk hurls the table to the side, filling the air with cards and chips like confetti. Sid Scorpio jumps back, holding his hands up and tries to calm his buddy down. “Chuk! C’mon, pal! It was a fluke! What are the odds I’d get four of a kind while you were sitting on a full house? It’s just a game!”

“’Is just game?’ You never believe in play fair! You say is for suckers! You were just trying to impress pretty girl. And make me look like fool!” Chuk advances angrily, flexing his massive paws. The dim lights of the lounge glint on his knife-like claws. Sid backs up, hoping to find some time to say something to defuse Chuk before the marine gets his hands on him, but he runs out of room. With his back against the bulkhead, Chuck grabs Sid by the collar and hoists him off the floor. Chuck pulls out a credstick loaded with 440 credits. “Here is your damn money, pirate. One week’s pay for me.” He jams the thumb-sized credstick in Sid’s mouth. “I hope you choke on it!” he growls as he tosses his friend to the side and mopes off to sulk.

The Master thinks that the player portrayed Chuk’s vengeful flaw well in this situation and awards him a story chip!


Character Creation

A Hero’s edges are chosen during character creation. The point value of edges must zero out between perks and flaws. The point value of an edge is determined by its frequency rating:

Frequency Value
Persistent 6
Scene 4
Session 2
Chapter 1

If you choose a perk with a high value, you can counter it with several flaws of lesser value and vice versa. Each edge (regardless off frequency) takes one “slot,” and barring Master approval, the total quantity of Edges (sharp and rough) should be no greater than 8, to encourage thoughtful choices rather than spamming your character sheet with entries (though the Master may shift this number higher or lower depending on personal preference). Depending on what rank was assigned to edges earlier in character creation, you may start with a positive or negative balance of edge points. These will have to be zeroed out, as well, meaning your hero could feasibly begin the story with perks or flaws as his only edges.


Charles decides that his Hero, Stony Krantz, has a very low ranking in edges so that he can assign more points to skills and traits. He begins with 3 points of edges. At first blush, that sounds good, but what it means is that he will have to give Stony 3 points worth of rough edges just to zero things out. In the end, Stony will wind up with more points worth of rough edges than sharp edges.


Perk Frequency

In many stories across all media and genres, you will find a situation where the protagonist pulls a trick out of his sleeve to save the day, and a common question the audience asks is “If the Hero could do that all along, why didn’t he do that earlier?” Why doesn’t Gipsy Danger lead with the giant mecha-sword when squaring off against a Kaiju? First off, this is not a forum to defend a movie. But, one must also consider the genre and its accepted conventions—silly as some of them may seem—before playing the realism card. Depending on your play style, RPGs need not be realistic, and for the purposes of storytelling in Future Imperfect, we have skewed certain conventions and mechanics in an attempt to favor the kind of literary style common to classic science fiction novels and films. Why doesn’t Voltron form the Blazing Sword right away, all the time, and flame-chop his way to victory?


The simple answer is that each episode would be a minute long after the monster of the week showed up, and the fight scenes wouldn’t be any fun to watch.


A more complex (and realistic) answer is that sometimes the benefits offered from some sharp edges have their own drawbacks or considerations to take into account before invoking them. Maybe a sharp edge is a one-off and must be reloaded or some such before it can be used again. Other abilities (such as contacts or allies) may need some kind of cool-down before the Hero can call upon them again (“I just saved your hide yesterday! What do you want now, dammit?”). But what if your perk is an innate ability, or a permanent feature of your body, or an item you have access to?


Our answer to that is, fine. Use it. Nothing is stopping you. However, the cost for using your perks isn’t some pool of energy or mana or anything; it is the currency of the story. When you use your perks, it may cost story chips in much the same way that your flaws will earn you story chips when the Master invokes them. The key point here, though, is that you, the player, choose when the cool bits of your Hero shine and make their mark on the story. Tit and tat, yin and yang. Balance.


In this vein, all edges are treated much the same when it comes to their relative power level, because the frequency of their use is the limiting factor, not how innately useful, powerful or debilitating each edge is.


Invoking Perks

When choosing your perks, you will assign a frequency to each one. This will determine how important it is to your character and how often you envision bringing it into play. Frequency is given four ratings: Persistent, scene, session and chapter. Unless stated otherwise in the perk’s description, or per the Master’s ruling, the effects of a perk will last for the duration of the encounter (one combat, mini-game, conversation, etc.)

  • Persistent—These are special edges that do not need to be invoked. They are always on, and have different effects than regular edges.
  • Scene—You can freely invoke your perk once per scene; it is something intrinsic to your Hero’s being, and he can use it or call on it fairly regularly.
  • Session—You can freely invoke your perk once per game session. While still fairly accessible to the Hero, this kind of perk may not be his go-to solution, or maybe he only uses it on special occasions.
  • Chapter—You can freely invoke your perk only once every “Chapter,” or story arc (see chapter XX for more on narrative structure). Generally, a chapter will encompass a storyline that spans more than one game session, with 2-5 sessions being a good approximation. If your Master tends to have very long, drawn-out story arcs, or if your play sessions are very short—making chapters span many sessions—you may find it helpful to work with the Master to determine “chapter breaks” or some other method to figure when a chapter ends and edges with this frequency rate are available again.


Bruce is playing Frost, a feline Avatar Space Marine. He intends that her claws will be used pretty often, and assigns them a frequency of “Scene” (4 points). Jason is playing the Ursoid, Leonid Kovnachuk, another member of the ship’s Marines. As a bear-like non-human species, Chuk has claws as well. Since Jason envisions Chuk as being the type of Marine who is perfectly happy laying down sheets of fire with his trusty Blast MMG, he anticipates that his character’s claws might come into play only once every few game sessions. Jason takes the perk “Natural Weapons: Claws,” but assigns it a frequency of “Chapter.”


So you have selected a frequency of “Scene” for your perk. You should be able to use it almost all the time, right? Yes and no. A lot can take place in one scene. Some game sessions may consist entirely of just one scene, or only a few. The duration for a perk, once invoked, is described in loose detail above, and one scene may span several separate and various encounters.


Most perks have relatively standardized effects. The sections detailing the sharp edges will not go into so much detail about what game effects a perk will have. We leave that in the hands of you, the Crew and the Master. Instead, each edge will list a sampling of circumstances where the edge may come into play. Each time a perk is used, it may have a slightly different effect and application, depending on the circumstances.


As a general guideline, if a perk us used to boost a task/check (upper table on the action card), add +1/2/3. If used to increase an effect (such as penetration value) add +1/2/3. If used to increase a result (lower table on the action card), add +2/4/6. When edges are used, a quick agreement should be made between the player and the Master as to what effect the edge will have when it is invoked, and how potent it will be.


When you invoke an edge within its frequency limit, you gain the standard +1 (boost)/+1 (effect)/+2 (result) as described above. If you wish to spend a white chip, you can increase this to +2/2/4, or +3/3/6 by spending a red chip.


Additionally, you can choose to wait until after a roll is made or a card is drawn to invoke a sharp edge. This way, you can ensure that any time you invoke a sharp edge, it is never wasted and is always at least somewhat beneficial.


If you have already used a perk in a given scene, session or chapter, it is not necessarily unavailable to the Hero. You can still invoke a perk beyond its given frequency, however, it will cost story chips. When invoked this way, the perk’s effectiveness is determined by what kind of chip you spend to invoke it (white = +1, red = +2, blue = +3).


If, for whatever reason, the Master invokes one of your perks, this activation does not count against its frequency. To determine the bonus, draw a chip from the pot. If you so choose, you can boost it with your own story chips.


(OPTIONAL RULE): Edges that are available infrequently are inherently more potent because of their rarity within the story.

  • Perks available every scene will add +1/1/2 to the boost/effect/result. One white chip will increase this to +2/2/4, and one red chip will increase this to +3/3/6 (as per the normal rules).
  • Perks available every session will add +2/2/4 to the boost/effect/result. One white chip will increase this to +3/3/6.
  • Perks available every chapter are potential game-changers; they will add +3/3/6 to the boost/effect/result when invoked.

Frost’s demo charge collapses the tunnel just in time, cutting off the main body of the Klackon warriors, but one of the slippery aliens manages to dash past the falling rocks, right at Chuk. The Blarad’s ruined Blast MMG won’t do him any good in this fight, and he doesn’t have time to draw another weapon before the insectoid is upon him. Jason (the player controlling Chuk) determines that now is the right time for Chuk to be a badass. He tells the Master that he is invoking his Claws perk to increase his unarmed damage and attacking the Klackon to hold it off and help cover the others’ retreat. Because Chuk’s claws have a frequency of “chapter,” they will give him an additional 6 points to his damage results, which is fitting because he is a giant bear-man! Bruce, playing Frost, knows that Chuck will need some help with the dangerous Klackon, but doesn’t want to fire a blast rifle into the melee. He also knows that all the extra claw damage won’t do much against the heavy armor of a Klackon if he can’t penetrate. Bruce invokes Frost’s claw perk, as well, but spends a red story chip to boost the penetration value (an effect) for his Hero’s claws by +3 for this encounter. “Frost doesn’t have the size or strength that Chuk does,” Bruce says. “But if Chuk’s claws are like hatchets, then mine are like razors. My claws naturally find the seams in the bug’s chitin, and slice at the softer tissues while Chuck cracks and tears through its exoskeleton!” The two marines make short work of the final Klackon, and the entire crew escapes the tunnel system and boards the dropship that will take them back to the Chain Lightning…



Flaw Frequency

By giving your Hero a flaw, you are making a kind of statement as to what kind of actions the character may take in certain situations and what kind of Hero he is. If your character has the coward flaw, for example, you are not likely to exhibit an abundance of bravery. You may actively try to avoid conflict. That is fine; that’s what a cowardly person might do. However, this being an RPG, you will likely find your cowardly character in a fight sooner or later, which may give the Master an opportunity to invoke your flaw. Your “Hero” may be a yellow-belly through and through (with a frequency of “Scene” for his coward flaw), or he might just have a touch of PTSD and only freaks out occasionally (frequency of “Chapter”). The latter character might not have the same reservations about conflict, but would probably realize that it is possible for him to go into vapor-lock and freeze up at the worst possible time in the middle of a fight. Regardless of the flaw, the severity of the effect will be somewhat random. The frequency should be used as a roleplaying guide as to how severe an effect it has on your Hero. This is also independent of the rarity of the trigger(s). The aforementioned yellow-bellied coward may be the scientist in the Crew who rarely sees combat anyway, but his cowardice may cause him to avoid other types of conflict as well; maybe he doesn’t speak up to the other Heroes, or lets an NPC run ragged all over him because he doesn’t want to get in an argument.


Designer’s Note: How often a flaw comes up during play, or how many opportunities there are for it to affect a Hero is often a troublesome point in some role-playing games. We want to encourage players to play up their characters’ flaws by instituting the reward of story chips for doing so. That way, flaws are not simply something you take to get extra points for skills or stats. Many times, a player will take a flaw for his character and simply hope the Master forgets about it, or the player makes the triggers for it rare in order to game the system. In Future Imperfect, we hope the players will embrace their Heroes’ flaws, bring them to life and get an enriched story out of it in the end.


Aside from informing how you might roleplay certain aspects of your Hero based on his flaws, they can be one method for your Hero to earn story chips. The frequency rating of a flaw dictates how focal it is to your Hero, how much it informs his actions and decisions. With a high frequency, it highly influences the actions and choices of your Hero and only under the most adverse of conditions will it be noteworthy in the grand scheme of the story. If it is less frequent, it clearly isn’t as much an issue for your Hero, but it will still occasionally crop up to complicate his life. The frequency of a flaw doesn’t necessarily point to the rarity or regularity of any potential triggers; simply how much your character is affected by the complication in question. If you choose a flaw to be frequent, you are letting the master know that your Hero is easily affected by the flaw by saying that it may come up often. An infrequent flaw should be invoked less often. Give some thought to your Hero’s rough edges. How and why your Hero has his flaws will help you determine how to express them during play. They can help give him that extra dimension that makes him a memorable character instead of just some numbers on a sheet of paper.


Chuk’s vengeance stems from his long years of service to his cruel masters within the GPR, and he feels most justified when striking back at them or other oppressors. Letting his anger get the better of him while playing a card game with his friend is not something he is proud of. Jason decides that Chuk regrets his recent act of vengeance against Sid, and starts thinking of how to express that in the game…


Players should roleplay their Hero’s flaws. If you don’t want to roleplay a particular flaw, just don’t take it! You have chosen them to help establish your Hero’s background and personality; they don’t disappear just because the Master isn’t forcing penalties on you at every turn. As a player, feel free to bring them into play when you feel they are appropriate by reminding the Master of your rough edges. As a Master, you should also have a good idea of what rough edges the cast of Heroes have, so you can call upon them as you see fit. Inconveniences can crop up when the hero least expects or wants them to, which is why the Master also has the power to invoke flaws. Plus, if a flaw makes your Hero’s life harder and enriches the story with the complication you put out there for the Master to utilize, you might get a story chip out of it. Winners all around!


Just as perks only cost story chips to use once you have exceeded their frequency rating, Flaws will only earn you story chips when they are invoked beyond the frequency rating you have established. Thusly, a Hero with a flaw rated at “scene” for its frequency would require the Master to invoke it twice in the same scene to earn a story chip draw for it. This means that the flaw in question could potentially come into play multiple times in the same session or a bunch of times in the same chapter without the Hero earning a single story chip from it. If your character can be expected to be cowardly in almost every scene, then it will take a remarkable scene of epic cowardin’ for the event to really register!


Eric’s Ursoid, Nick Nestor, grew up on an arctic planet. There were no trees to climb, and all the buildings were dug into the ground to protect them from the elements. As such, he decides that his Hero has acrophobia (fear of heights), and that it is a fairly strong aversion—he gives it the frequency of “scene.” By this, he is telling the Master that he fully expects this rough edge to potentially play some part in almost every scene of the game. Eric decides to play Nick such that he will go to great lengths to avoid triggers to his phobia. Even though the rating is “Scene,” if Eric plays Nick such that he stays rooted to the ground almost all the time, the Master may rarely even be able to invoke the flaw, but then it is also serving its purpose by causing Eric to play his Hero faithfully to his flaw!


Now, just because you have a low frequency for a flaw doesn’t necessarily mean you will be earning story chips for it hand over fist. Regardless of the frequency rating for a flaw, you can only earn a maximum of two story chip draws from each flaw per session. You might decide that your alien Hero has a prejudice against humans in a campaign setting that is predominantly populated by humans, and only give it a frequency of “Chapter,” in hopes of earning easy story chips. The frequency is a suggestion to how frequently the Master should invoke it, not how common the trigger is. Clearly, your Hero’s prejudice doesn’t bother him too often. The master should only invoke it on special occasions. And if you choose such a common trigger for your flaw, you should still roleplay it (or bump up its frequency). If you try and ignore it and in the above example, try to rub elbows among the humans with impunity, the Master may well be in his right to invoke your flaw left and right, secure in the knowledge that you have already earned your story chips for the current chapter!


Designer’s Note: The short version of this harangue? Please don’t try to game the system. You’re only hurting yourself. We are perfectly capable of breaking the system all on our own. We don’t need your help. Thank you.


Invoking Flaws

When a likely trigger for a Hero’s flaw comes up, the Master may choose to invoke it, though the players are encouraged to call attention to their rough edges when appropriate. When this occurs, the rough edge can be dealt with in a few ways. Depending on the situation, the Master may ask for an appropriate roleplaying response to the trigger. This approach might be used in situations where no clear task or check is being made, a simple encounter is taking place. If the Master feels the response is appropriate, the exchange counts toward the frequency of your rough edge. This encounter it is in excess of its frequency, the player is allowed a story chip draw. Another approch to deal with the effect of rough edges is for the Master to draw a chip from the pot. The color of the chip determines how severe an effect the flaw incurs in this instance (if applicable), using the same scale of effect as for perks. Depending on the situation and the nature of the flaw, this penalty might only last for one check or task, an encounter, a full scene, or until some condition is met. A third method may be to apply some complication or penalty for a given time or until some condition resolving the matter is met.

Designer's note: We hope that a lack of hard-and-fast rules in this regard will allow for a broader use and interpretation of these story elements. A potential drawback, however, is that each instance may involve some discretionary thought, but since everyone ought to be collaborating toward telling a story, thinking on the fly shouldn't be too much of a chore, right? If rough edges are used to introduce mild obstacles or complications rather than used as a means to hammer the Heroes, this "loosey-goosey" rules approach will likely be much easier to use and for players to accept.


Sid Scorpio may not be known for his honesty, but he is known for being true to his men. Sid’s player chose the rough edge “Loyal” for his hero. Sid is pained to have gotten on Chuk’s bad side—even if the Blarad’s legendary temper got the better of him—and wants to make it up to his marine. The player tells the Master that he has a plan to make nice with Chuk, and until he does, Sid will be troubled and off his game—all his personal interactions will suffer under the weight of his conscience. The Master agrees with these terms, and the player draws a red chip, meaning Sid will subtract 2 from any task checks until the situation is resolved (unless, the Master decides, it is directly in pursuit of resolving Sid’s matter of Loyalty). Sid goes to the ship’s armory and checks out Chuk’s Blast MMG, ruined in their recent battle with the Klackons. He stows it in the smuggler’s hatch on his personal shuttle, and plans to take it to someone he knows on Rial IV who can fix it up.


When a flaw is invoked beyond its frequency, whatever chip is drawn is the reward to the player for dealing with their rough edge through good roleplaying and/or consequences faced. If a rough edge was invoked but it ultimately had no impact on the game, or if the Master feels the player did not adequately roleplay his flaw, the Master may opt not to count it toward the frequency limit or allow a story chip draw.


The Master has final say on whether any rough edges are appropriate to be called into play for the given situation.


The List

The following is not an exhaustive list of edges by any means, more a set of examples to use as a starting point. If you imagine your Hero possessing an edge that you do not find on the list, feel free to work with the Master to make one up. Plenty of different Edges are supplied here, however, so going “off menu” may not even be necessary. Many of the edges are fairly self-explanatory, but included is a brief description of what the edge entails and how/when/why it might be invoked with suggested modifiers where applicable. You may note that even among the example edges listed, there are many that seem to have similar effects. This is intentional. The goal is not necessarily to have a unique effect for every different edge, or a narrowly defined trigger, rather a broad range of circumstances in which a number of edges could come into play, and an equally diverse set of options on what effect an edge may play. Otherwise, edges might simply devolve into generic skill-boosters. So, in the end, any suggestions for use are not exhaustive, either. Feel free to be creative! It is the essence of storytelling.


Persistent

Persistent Edges are aspects of a character that are purchased with racial Edge points (see Chapter XX: Building a Hero and Chapter XX: Populating the Universe for more information). These edges are “always on” and need not be invoked. As such, they have different effects than regular edges.


OPTIONAL RULE: With Master approval, regular edges may be purchased with persistent frequency. Sharp edges may be invoked at will for a +1/1/2 bonus (+2/2/4 by spending a white chip or +3/3/6 by spending a red chip), while persistent rough edges will never allow the player to earn story chips from that particular edge.



Sharp Edges

  • Large Frame—You are much larger and sturdier than a human-sized being. Add 1 to your size. (Size 7)
  • Natural Armor—You have some kind of toughened hide or carapace. You have 9 points to distribute between your native impact, pierce and energy resistance. While wearing armor, your impact/pierce/energy resistance is increased by 1 for every 2 points of native resistance. Natural armor does not ablate.
  • Extra Training (Trait)—You are naturally gifted with this particular trait. Increase your training in it by one. This can be used to increase the maximum trainings in a trait from 4 to 5.
  • Increased Trait Value—You are naturally gifted with this particular trait. Increase your trait value (die type) by one category (column when using action cards). Cannot be used to increase a trait greater than d12.
  • Non Biological Entity—You do not have a standard biology, and therefore have much different life support requirements. You might be a silicate lifeform or a sentient robot or some form of ethereal avatar from a parallel tachyon universe. Generally speaking, you may not require food or water, sleep or air/atmospheric pressure to survive, however these needs may be replaced by other requirements.
  • Duplicate Organs—Your race is very hardy and resistant to injury. You gain 5 additional points of Concussion Threshold.


Rough Edges

  • Small Frame—You are smaller and more frail than a human-sized being. Subtract 1 from your size (Size 5)
  • Decreased Trait Value—Members of your race are naturally lacking with this particular trait. Decrease your purchased trait value (die type) by one category (column when using action cards). Cannot be used to decrease a trait below d4.
  • Natural Weakness—Your race can be harmed by something that is normally non-toxic to most other races. Casual contact will cause 1d4 damage each round, or 2d4 if the exposure is internal. Alternately, based on your physiology, certain types of damage might be more likely or grievous. For example, your fur might be highly combustible, allowing energy attacks to cause greater injury, while an alien with a carapace might take have reduced armor protection from impact attacks that can crack his shell. Weakness against a damage type increases damage from all sources of the damage by 2 or reduces the resistance of natural or worn armor by 1. If native armor value is 0 or your worn armor is reduced to 0, then this automatically upgrades to increased damage.
  • Alternate Life Support—Your character is more alien than most, and requires something non-standard to satisfy basic needs of sustenance, sleep or respiration. You might require certain mineral compounds to consume, or need to recharge batteries instead of sleep, or might need to wear a suit/breathing unit to operate at max capacity in a standard nitrogen/oxygen atmosphere.

Racial

Sharp Edges

  • Fur—Your hero has a fur coat that is beneficial to him. Sample use: Withstanding checks vs. cold temperatures, stealth checks for camouflage.
  • Gills—You have gills or some other means to breathe underwater. This can be purchased as a persistent edge.
  • Natural Weapons—You have some form of natural melee weapon such as claws, fangs, club tail, electric field, etc. Damage from a natural weapon may be upgraded from non-lethal to lethal. Base damage and penetration is determined as for brawling attacks, plus whatever bonus (boost/effect/result) is chosen when the perk is invoked. Depending on the nature of the weapon, it may be used in other ways, even outside of combat. For example, Fangs or a tail may improve a hold or choke, while claws may aid a hero in climbing tasks.
  • Prehensile Tail—You have a strong, additional appendage that you can use for fine manipulation in a pinch, almost like an extra hand! Sample use: Holding a pistol behind your back when the villains have you held up at gunpoint, grabbing onto a railing to keep from falling from a catwalk or additional balance when walking on a narrow ledge or climbing.


Rough Edges

  • Fur—Your hero has a fur coat that is generally a nuisance to him. It might be extremely thick and heavy, causing him to overheat, or it might be shaggy, giving opponents in unarmed combat an upper hand. However, if you try to shave it off, you will be hideous-looking and/or exceedingly uncomfortable, so your best bet is just to try and live with it. Sample use: Penalty for heat/exhaustion-based fortitude checks, penalty to friendly social checks due to mangy appearance or smell.
  • Squeaky—Something about you gives off noise at the least opportune times. You might be an android with whirring servos, a feline that purrs when you breathe or a saurian whose claws click on the deckplates when you walk. Sample use: Penalties to stealth checks.
  • Non-Standard Diet—You need some particular faire to operate at peak efficiency. Perhaps you are a strict carnivore, or a vampire, or need strange nutrients when you’re not on your home world. Sample use: when you are removed from your usual supplies.
  • Tail—You have an unwieldy tail that does little more than get in the way. Perhaps your race has evolved to the point that they are no longer useful, but you never had yours surgically removed when you were young and doing so now would only throw off your balance because you’ve had it all your life. Sample uses: Getting caught in doors; requiring more expensive armor or clothing/inability to use non-specialized armor or clothing; diminished ability in some social interactions as your tail (with a mind of its own) gives away your true feelings.
  • Hideous Appearance—Your visage is particularly disturbing (bone/body structure, scars, mange, slimy skin, etc.), and you are often judged harshly just based on looks. Sample use: Penalties to social interactions.


Environmental

Due to racial background, planet of origin or extreme training, characters can develop resistance or intolerance to various environmental factors. Sharp edges (resistances) will usually negate a specific type or category of negative scene attribute, while rough edges in this category will often introduce character-specific scene attributes. Because of the largely "all or nothing" nature of these kinds of (in)tolerances, these edges may only be purchased at a frequency of scene or persistent. If the freqency of the edge is scene, then the character's resistance will eventually be overwhelmed or he will slowly acclimate.

Sharp Edges

  • Atmospheric Tolerance—You can survive with no discomfort or penalties in borderline breathable atmospheric conditions, or low/high pressure environments. You might be able to climb Everest on Earth without supplementary oxygen, or withstand the carbon monoxide in a burning building, but breathing the thin carbon dioxide of Mars or surviving in a gas chamber would be beyond your capabilities. If a scene has attributes such as low-pressure or toxic atmosphere, you can ignore it with no penalty for the current encounter. Unless the edge is persistent, lack of proper atmosphere will eventually get to you, however, so if you utilize this edge beyond its frequency (for multiple encounters within the same scene), you will have to use story chips to maintain it. With persistent resistance, you are basically immune to all but direct exposure to extremes such as vacuum and toxic gases.
  • High-Gravity Homeworld—You are used to a much higher native gravity field. If a scene has the attribute of high-gravity, you can ignore it with no penalty for the current encounter. Unless the edge is persistent, a high-gravity environment will eventually wear you down, however, so if you utilize this edge beyond its frequency (for multiple encounters within the same scene), you will have to use story chips to maintain it. With persistent resistance, you are basically immune to all but direct exposure to extremes high-gravity environments (which would normally be uninhabitable, anyway). If a scene takes place in a normal or low gravity environment, you can take advantage of this edge for more than just getting by. Sample uses (in low/normal gravity environments): Increase carrying capacity; increase lift; increase jump distance; improved melee damage.
  • Temperature Resistance (hot/cold)—You were born on or trained to function in an extreme temperature environment such as a desert world or ice planet. You can tolerate extreme temperatures without penalty; if a scene has the appropriate temperature effect attribute, you can ignore it for the current encounter. Unless the edge is persistent, extreme temperatures will eventually get to you, however, so if you utilize this edge beyond its frequency (for multiple encounters within the same scene), you will have to use story chips to maintain it. With persistant resistance, you are basically immune to all but direct exposure to extreme temperatures like fire or liquid nitrogen.
  • Rad-Tolerant—You can survive extended exposure to radiation that others would require special protection from lest they take wounds from radiation damage/sickness. If a scene has any kind of “irradiated” attribute, you can ignore it for the current encounter, however rads do build up, so if you use this edge beyond its frequency (for multiple encounters within the same scene), you will have to use story chips to maintain it. With persistent resistance, you are basically immune to all but direct exposure to extreme radiation sources.


Rough Edges

  • Low-Gravity Homeworld—For you, any scene in normal gravity condition may have the scene attribute “high gravity,” with appropriate penalties determined by the Master.
  • Rad-Intolerant—You grew up in a shielded hab or planet with an atmosphere or magnetic field that severely limited the background radiation. As such, you are sensitive to even normal radiation levels. Any scene outside of a regulated or protected environment may have some kind of “irradiated” scene attribute for you. Sample uses: Fortitude check penalties; temporarily reduce concussion threshold; force a fortitude check each after each encounter/scene to maintain consciousness.
  • Regulated Environment—You grew up in a hab or other environment with a strictly monitored, clean atmosphere. As such, your body is tuned to just the right mixture of gases and pressures, and if you try to breathe anything outside those parameters, you may suffer from weakness, exhaustion or even delirium over time. Any scene with a regular environment may have some kind of “toxic atmosphere” attribute for you if you do not come prepared with the proper gear such as a pressure suit, SCUBA gear, or filter masks. Sample uses: Fortitude check penalties; temporarily reduce concussion threshold; force a fortitude check each scene to maintain consciousness.


Deprecated
Waterworld
Minor Mutation
Arid Environment


Mental

Sharp Edges

  • Berserk—You can will yourself into a focused frenzy in combat. Sample uses: Increasing the step of action cards; increase initiative checks each round; reducing two-hand or off hand penalties.
  • Brave—You are able to cope with terrifying encounters and conditions. Sample uses: Improving bravery, fear or terror checks; resisting intimidation.
  • Keen—You have the uncanny ability to notice things that others miss. Sample uses: Improving investigation results, making awareness or scrutinize checks.
  • Quick Thinker—When leaps of insight are required, you jump to the head of the line. Sample uses: Figuring out a puzzle or password in a hurry, figuring out how to solve a technical problem while under the gun.
  • Eidetic Memory—You can perfectly recall valuable information that you saw or read when you need it most. Sample uses: Remembering a password that was visible for only a moment, spotting the villain’s getaway car based on the pattern of imperceptible dents to the body.


Rough Edges

  • Clueless--You sometimes have difficulty putting two and two together. Your occasionally vapid demeanor may also disgust some people, or let others take advantage of you. Sample uses: Penalties to investigation checks, research tasks, social interactions or some tests of will such as persuasion or bartering.
  • Curious--While the pursuit of knowledge can be noble, sometimes you take it a bit too far, or turn one stone too many. Sometimes your curious nature leads your focus astray, ultimately hindering your ability to solve the problem at hand or getting you caught up in stuff that is none of your business. Sample uses: Decreased investigation, tech or research checks, increased time for some extended actions, getting caught snooping.
  • Skeptic--You might have a cynical view of the universe, or you might be overly suspicious, believing that people are rarely telling you the truth. Sample uses: This rough edge might be invoked when the hero is presented with evidence or a course of action. Unless and until another player cares to attempt to persuade the skeptical Hero, he will not be able to apply any impetus bonus regarding the evidence or plan at hand, or certain tasks may be penalized because of your lack of conviction in the matter.
  • Intolerance--Some stimulus such as a location, race, gender, religion, etc. Gets under your skin something fierce. You will generally act negatively toward who or whatever is the source of your ire and you may be less successful in any attempt to deal with them/it in a positive manner. Sample uses: Penalties to social interactions, hostility toward the trigger.
  • Slow Learner--When it comes to figuring things or even dealing with issues you've dealt with before, sometimes you're slow to catch on and prone to repeat mistakes of the past. Sample uses: when making a knowledge or acuity based trait or skill check, draw a chip. Apply the appropriate level of penalty for a single task or extended action.
  • Unschooled--Regarding matters of academia or book-learning, you are at a decided disadvantage. In some situations you may not be able to apply your full skill because what you know you were self-taught.


Deprecated
Illiterate


Psychological

Sharp Edges

  • Level-Headed--You are less prone to lose your temper or fall prey to those trying to get the better of you by tempting you into irrational behavior. Sample uses: bonuses toward resisting persuasion or taunts, or some types of psychological combat.
  • Nerves of Steel--You can deal with stress that would make lesser beings wilt. When tension runs high, you rarely crack. Sample uses: Disregarding "wounds" during some types of psychological combat; ability to ignore some types of combat penalties or scene attributes.
  • Piercing Gaze--There is something unsettling about the way you look at people that can have the tendency to set them off their game or allow you to take the upper hand. Sample uses: Bonuses to some types of psychological combat such as interroation or intimidation; distracting another person or commanding their attention to allow for a diversion.


Rough Edges

  • Overconfident--You have a tendency to bite off more than you can chew, refuse to back down from a challenge or dare (even when you really should!)
  • Bloodthirsty--You believe that most problems can be solved with violence, and if that doesn't work, you didn't use enough violence! You tend to resolve conflicts by less than peaceful means, and might even lean in favor of not taking prisoners.
  • Cautious--You tend to be overly thoughtful when it comes to the possibility of taking risks. You're not exactly a coward, but you always want to make sure your bases are covered, and sometimes this will lead you to botch a task out of fear of botching a task, or hesitate at exactly the wrong time. Sample uses: Apply a penalty to any risky maneuver, or lose a number of steps on your action cards in a dicey encounter.
  • Death Wish--By the reckless paths you occasionally take, some people swear you might want to die! For reasons known only to you, your fragile mortality hanging in the balance won't deter you from your path. That doesn't mean this path is always wise and righteous, though! Caution should be taken when choosing this edge. You may get what you wish for... Sample uses: Running across the open in a gunfight to draw fire; picking a fight with that Avatar in the corner just to prove a point.
  • Habit--You have a habit that borders on compulsion. It might be very recognizable to others, cause you to be predictable, or if you are unable to indulge it, the anxiety from abstinence may throw you off your game.
  • Addiction--You are addicted to some substance or activity, such as alchohol, smoking or gambling. If unable to feed your addiction, you may suffer physical or mental penalties. You will frequently seek out opportunities to feed your addiction.
  • Heroic--You are a sucker for a damsel in distress or the opportunity to help the downtrodden. The problem, though, is that plenty of times there is little to gain and a lot to lose by sticking your neck out for others. The memory of allowing evil to succeed by being the man of good conscience who stands by and does nothing, however, is one you'd rather not look back on.
  • Mental Instability--You suffer from some kind of disorder such as PTSD, mood swings, bi-polar disorder, mania, depression, anxiety, etc. Usually your meds keep it in order, but any trigger may set off an episode. Or maybe you forgot to take your last dose...? Whatever the disorder, it probably shouldn't render you 24/7, round-the-clock crazy-pants; a Hero like that might be hard to keep in the game, but the occasional limited breakdown can be used to create an interesting complication or two.
  • Mean Spirited--Sometimes you act like it'd kill you to smile or be nice to someone. Outsiders sometimes have a hard time warming up to you, and maybe that doesn't bother you one bit. Sample uses: Penalty to friendly persuasion or social interactions; committing petty vandalism against someone out of sheer spite.
  • Traumatic Nightmares--You've seen attack ships on fire off the shoulder of Orion and C-beams glitter in the dark near the Tannhauser Gate. In short, you've experienced things in the past that eternally haunt you when you are least able to defend yourself: while you are asleep. Sometimes they come randomly, othertimes a recent experience may trigger a night terror the next time you slumber. When they occur, you are guaranteed to lose any chance at restful sleep, and you may terrify those around you when you wake up. Sample uses: Penalty to acuity, fortitude or dexterity based checks for an encounter after having a nightmare; wake up screaming which draws the attention of hostile wildlife or natives.
  • Pacifist
  • Self-Righteous
  • Squeamish
  • Stubborn
  • Vengeful


Deprecated

  • Don't Get 'Im Riled!: 3 Edge
  • Yearnin: 1-5 Flaw


Physical

Sharp Edges

  • Ambidextrous
  • Fleet-Footed
  • Brawny
  • Hardy
  • Thick-Skinned
  • Tough as Nails
  • Quick Healer


Rough Edges

  • Sickly
  • Young
  • Elderly
  • Chronic Injury
  • Scrawny
  • Slowpoke
  • Thin-Skinned
  • Fatigue


Deprecated
Big 'Un: 3 Flaw
One Armed Bandit 1-5 Flaw
Lame 2 Flaw (replaced with Chronic Injury)
Tuckered: 1-5 Flaw (replaced with Fatigue)
Two-Fisted: 3 Edge (replaced with Ambidextrous)


Economic/Inventory

Sharp Edges

  • Personal Armory
  • Collector
  • Book of Marks (people that owe you favors)


Rough Edges

  • Hoarder
  • Greedy
  • Miser


Deprecated
Belongins: 1-5 Edge
Dinero: 1-5 Edge


Social

Sharp Edges

  • Friends in High Places
  • Gift of Gab
  • Striking Appearance
  • Rank
  • Renown
  • The Voice
  • Forked Tongue


Rough Edges

  • Big Mouth
  • Turncoat
  • High Society Upbringing
  • Law of the Frontier
  • Loyal
  • Lying Eyes
  • Oathbreaker
  • Obligation
  • Outlaw
  • Rookie
  • Ugly as Sin
  • Coward
  • You Bastard!
  • Lecherous
  • Enemy


Deprecated
Ferner: 2 Flaw
Purty 1 Edge (replaced by striking appearance)
High-Falutin: 5 Flaw (replaced by High Society Upbringing)
Oath (too similar to obligation)
Tinhorn: Flaw (replace by Rookie)
Randy 3 Flaw (replaced with Lecherous)


Mystical

Sharp Edges

  • Lucky
  • Direction Sense
  • Psionic Background


Rough Edges

  • Jinxed
  • Superstitious
  • Cursed


Deprecated
Arcane Background: Enlightened Edge


Modifications

Sharp Edges

  • Cybernetic Armor
  • Cybernetic Arm(s)/Leg(s)
  • Cybernetic Frame
  • Enhanced Sense
  • Interchangeable Parts
  • Greased Reflexes
  • Nanomedicine


Rough Edges

  • Outdated ‘Ware
  • Extra Maintenance
  • Made in the GPR
  • Custom Order Only
  • Ghost in the Machine
  • Electrical Sensitivity
  • Processor Lag


Aptitudes

Sharp Edges

  • Mechanically Inclined
  • Spatial Awareness
  • Steady Aim


Rough Edges

  • All Thumbs
  • Jittery Trigger Finger
  • Quack


Senses

Sharp Edges

  • Enhanced Sense
  • Light Sleeper


Rough Edges

  • Diminished Sense
  • Heavy Sleeper
  • Mute


Deprecated
Big Ears: 1 Edge
Eagle Eyes 1 Edge
Sense o' Direction 1 Edge (moved to mystical section)
Bad Ears 2 Flaw
Bad Eyes 3/5 Flaw


Backgrounds

  • Soldier
  • Authority
  • Traveller
  • Lab Rat
  • Merchant
  • Performer
  • Criminal
  • Tech
  • Frontiersman


Racial Edges

Though your universe in your own Future Imperfect campaign may be inhabited by nothing but pure strain humans, the "Canon" setting is not so vanilla. All races (even humans!) are defined to a degree by certain edges. These are called Racial Edges, and they do not follow all the same rules as normal edges.


Early in character creation the player chooses ranks for various aspects of his Hero. One of these aspects is Race. Simply put, the greater the ranking assigned to your Hero's race, the more racial edges he is allowed. Racial edges do not count toward the max 10 entries for edges. Racial edges are kept separately. Racial edges will help define what sort of alien (or even human) you are. Several standard templates are provided, but even with these there is room for customization.


Part of the standard template for an Ursoid character is the perk Fur. Based on the description of the perk, this would grant Chuck some resistance to cold and a small boost to his armor rating against some attacks. Jason decides not to include this as a racial edge for Chuk; his myriad injuries have left him so scarred and his coat so patchy that he almost appears mangy! Instead, he chooses the perk High Gravity Homeworld.


You can use a template for your Hero, or create your own unique alien species or flavor of humanoid. While there is a list of suggested Edges that are clearly "racial" in nature, it could be argued that many other perks and flaws could be a part of your race.


Justin decides that his Hero is from a race of humanoids who have more Psionic Adepts per capita than most other races, and chooses the "Lucky" perk to represent this sensitivity, giving it a frequency of "session" (2 points). To balance that, he chooses the racial edge "Non-standard diet," also with a frequency of "session." What is non-standard about the diet of his Hero's race? Justin thinks about it for a moment and decides that while members of his race are not on their homeworld, they must take enough blood from a sentient being to cause 1 wound. For Justin's hero, that requirement might come up once every game session. Great. He has created a race of Lucky, Psionic Space Vampires.


Just as with regular edges, racial edges must zero out in the end. Custom races should, of course, meet with Master approval before play begins.