Difference between revisions of "Future Perfect - Character Generation"
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*'''Stress''': +1/2/3 Cost: 3/6/9<br /> | *'''Stress''': +1/2/3 Cost: 3/6/9<br /> | ||
*'''Tough as Nails''': Reduce CT damage from each attack by 1 to a minimum of 1. Cost: 10<br /> | *'''Tough as Nails''': Reduce CT damage from each attack by 1 to a minimum of 1. Cost: 10<br /> | ||
− | *'''Wealth''': Each level grants a normal income of | + | *'''Wealth''': Each level grants a normal income of xx per week. Character starts with 10 x weekly income in addition to the normal starting cash (xx) Cost: 2/4/6/8/10<br /> |
*'''Windfall''': Character starts out with a bit of extra money (as Wealth, above), but no regular income. Cost: 1/2/3/4/5<br /> | *'''Windfall''': Character starts out with a bit of extra money (as Wealth, above), but no regular income. Cost: 1/2/3/4/5<br /> | ||
<nowiki>*</nowiki>Size or Willpower may not be increased if the starting value is 5<br /> | <nowiki>*</nowiki>Size or Willpower may not be increased if the starting value is 5<br /> |
Revision as of 10:46, 4 May 2020
Contents
Character Generation
In Future Perfect: Star Trek, each player will create a character to play in the game. Characters are built mechanically from a pool of points which are exchanged for Traits, Skills and Edges based on the rules presented in this chapter. Outside of mechanics, players are encouraged to provide personality, history and motivation for their character as well.
Standard character power level is 125 points. In most situations all characters begin the game with the same number of points. See the Future Perfect: Star Trek - Game Mastering chapter for more on determining character power level and varying between characters.
Traits
Traits are the measure of how well the character interacts with the universe. There are 8 primary Traits: 4 “physical” Traits and 4 “intangible.” These form the basis of physical, perceptive and intellectual capabilities for the character. Each trait has a die type from d4 to d12. In FP:ST, though dice are not rolled, the representations are present on the card so that players have an expectation of what results are likely within the given column. Action cards have columns that act like open ended (sometimes called exploding) dice of the given number of faces. See the Action Resolution and Conflict sections for more on using action cards.
Traits are represented by a value from 4-12, and a bonus which is notated on the table above.
Each Trait has an associated Trait Skill to be used when an appropriate skill does not exist. See Chapter 2.1, Skill List, for more on Trait Skills. Note that Trait Skills are only used when the skill does not exist, not when a character has no level in a given skill. Additionally, add 1 to the Bonus for each rank 3 or 4 in the Trait Skill, and add 2 if it is 5.
Traits provide the effectiveness of the interaction between a character and The universe. A stronger character is better at interacting using Strength, such as when lifting a stone, swinging an ax or climbing a cliff face. Along with the 8 primary Traits assigned by the Player, there are 12 other attributes derived from the values of the primary Traits, or that can be altered during character creation.
Physical Traits
The physical traits relate to the body of the character. What can the character do? Physical traits are easily measured or quantified.
Strength
Strength is a measure of physical power and ability to use it. Strength checks and tests are important when moving things, carrying things and when doing damage with melee weapons. The Strength trait determines how much a Hero can lift and carry (Chapter XX). Trait Skill: Brawn.
Coordination
Coordination is body control, physical precision and lithe deftness of a Hero. Some examples of coordination in action are firing ranged weapons, doing precise manual tasks quickly and gymnastics. Trait Skill: Athletics.
Quickness
Quickness is the quick reactions and instantaneous movements of a Hero. The most common application of quickness is initiative during combat, but it can also be used with the Fast Draw skill, as well in other types of physical contests. Trait Skill: Initiative.
Fortitude
Fortitude is the physical toughness and pain threshold of the Hero. Fortitude is used in stun checks, as well as resisting disease and other effects of physical damage. Fortitude contributes to Concussion Threshold (below). Trait Skill: Toughness.
Intangible Traits
Intangible traits are much more difficult to measure. They constitute processes which are largely invisible to normal senses (or they are senses themselves!).
Acuity
Acuity is the mental alertness and mental aptitude of a Hero. Acuity is used when searching for something, as well as noticing something passively. Trait Skill: Awareness.
Knowledge
Knowledge is the sum of the education of the Hero as well as the application thereof. Knowledge is the basis for solving engineering and science problems, and also includes memory. Trait Skill: Education.
Presence
Presence is the will of the Hero as well as the ability to project that will into the world at large. Presence is used in initiating and resisting psychological contests (Chapter 6). Trait Skill: Verve.
Essence
Essence is that extra something that asserts itself in times of need. Essence is used for bravery, as well as for mystical abilities. Trait Skill: Spirit.
Action Points
Action points are a measure of how much a character can do during action time, such as in combat. Each character has a pool of points that can be used each round, from 6-14, with most characters having about 8. Most characters begin with 8 AP. Klingon characters begin with 9, Jem Hadar with 10. All characters also add the bonus values of Coordination and Reflexes to their AP pool.
Trait Cost
Rank | Cost |
1 (d4) | -2 |
2 (d6) | 0 |
3 (d8) | 4 |
4 (d10) | 9 |
5 (d12) | 15 |
Characters begin the game with d6 in each Trait, and may spend character points to increase them. No character may begin the game with more than one d4. Each level is purchased individually, so it costs 13 points total for d10 in a trait.
Trait Skill Ranks
The following table provides costs for purchasing Trait Skill Ranks.
Rank | Cost |
1 | 0 |
2 | 2 |
3 | 3 |
4 | 7 |
5 | 12 |
Each trait skill begins at level 1. Beginning characters may have no trait skill above 4. Each level is purchased individually, so it costs 5 points for a level 3 trait skill.
Derived Attributes
Some attributes are not purchased directly, but rather are derived from one or more other traits. The values of these attributes cannot normally be raised directly, though some may have Edges that can affect them. These Edges can only be purchased during character generation, except in extraordinary situations (GM discretion).
Concussion
Concussion (Conc) is a derived attribute that combines Fortitude and Essence trait values. This represents the amount of shock, fatigue, or trauma your character can take before keeling over. To determine CT, add the value of the die type of the character’s Fortitude and Essence Traits.
When CT is reduced to zero or less the character is effectively out of the action. There may be circumstances when the Judge may allow limited actions, but in general, the concussed Hero is down for the count. They do not roll quickness nor draw cards during the combat phase. If forced to test a physical trait, the result is 0. Intangible traits are at Judge's discretion (but generally 1d4).
Stress
Stress is the measure of the character's mental wherewithal, and is used like CT against psychological attacks. A character who is reduced to zero Stress is worn out. Stress is equal to the die type values of Presence plus Essence. More on psychological attacks and stress in chapter XX.
Size
Size is the measure of how easily wounds are dealt to a character. When assessing damage, one wound per multiple of size is dealt in damage effect. To determine size, add the rank for the character’s Brawn and Toughness. Most characters will have a size of 6.
Brawn + Toughness Rank | Size |
2-3 | 5 |
4-8 | 6 |
9-10 | 7 |
Willpower
Willpower is resistance to psychological effects in verbal or social engagements. It can be compared to the Size Attribute, above, but used against a different type of damage. Willpower is determined by adding the character’s Verve and Education rank and consulting the following table. Most characters will have a willpower of 6.
Verve + Education Rank | Willpower |
2-3 | 5 |
4-8 | 6 |
9-10 | 7 |
Nerve
Nerve is the character’s defense against fear, compulsion and other psychological attacks. Nerve is equal to the bonus value of the Essence trait. In Social Combat encounters, Nerve acts as the target's Armor Value.
Resolve
The Resolve value is used when making verbal attacks in a social combat encounter. It is compared to the Nerve value of the target as described in the Social Combat section of the rules. Resolve is equal to 1 + the bonus value of the Presence trait.
Clarity
Clarity is used in Social Combat to determine if an attack is misconstrued by the target. It functions as the Reliability (REL) value of a character's social combat attacks. Clarity is equal to 12 - Social Combat skill level - 1 for each specialization. This will yield a number between 3 and 12.
Active Defense
This derived attribute determines how well a character can spot incoming attacks and how quickly they can move to avoid them. When a character takes a dodge action in combat, their Active Defense (AD) is added to the TN of all attackers. Active Defense is equal to the rank of the Initiative skill plus 1.
Move
This determines how far the character can easily move on foot in one action round. Characters begin with a move of 8 meters. All normal movement up to the move costs 1 AP. Further movement costs 2. Running movement costs 1/2 AP up to the move, 1 AP thereafter. Increasing the move during character generation costs 2 CP, up to a maximum of 12. Decreasing the move saves 1 CP, to a minimum of 6. move may be adjusted after character generation only with Judges approval.
Damage Bonus
The Damage bonus (DB) is the extra damage a character does when using hand to hand weapons or attacks. Damage Bonus is equal to the Bonus value of the character's Brawn.
Force
The Force (F) value is used when attacking unarmed. It is compared to the Jaw value, as described in the combat section of the rules. Force is equal to 1 + the bonus value of Brawn, and is only used versus unarmored characters and those without cover. In cases of armor or cover, all characters have a penetration value of 0.
Jaw
Hand to Hand Armor value (J) is compared to F to determine whether a hand to hand attack penetrates. J is only usable versus unarmed attacks and blunt weapons, and is equal to the bonus value of Fortitude.
Skills
Skills determine the specific abilities and knowledge a character possesses. Skills are ranked from level 1 to 5. When using a skill, determine the associated Trait being used (more on this in chapter XX: Skills). This will determine which column you refer to on the cause table of the action card. The level of the skill determines the rows within that column you would refer to. See the Action Resolution chapter for more on using Skills.
Skills are purchased with character points according to the following table:
Skill Level Cost | |
1 | 2 |
2 | 4 |
3 | 7 |
4 | 11 |
5* | 16 |
Each level is purchased individually, so it costs 6 points for a level 2 skill.
*Skills at level 5 may not be purchased during character creation, but skills can be improved to level 5 with experience.
Untrained Skill Use
Sometimes a character will be called upon to use a skill they have no training with, or they may try to muddle through a task, hoping their natural abilities will carry them to success. In these cases, use the rank of the character's associated trait skill in the d4 column. A character with 3d10 Athletics, uses the 3d4 entry when performing untrained coordination related skills.
Skill Specializations
Some skills have associated specializations. These can be purchased for 3 character points each. When using the specialization for a skill, if the skill roll succeeds, the player earns one free Bump. (For more on Bumps, see Chapter XX: Skills)
Edges
Edges come in two varieties: Rough and Sharp. Rough edges are a character’s weaknesses, foibles, peculiarities or flaws. Sharp edges are benefits or talents that a character might have due to such things as upbringing, competence, or habits. Edges can be used to provide a differentiating factor that is not as broad as a Trait, or even a skill, but is “flavored” to how the character specifically interacts within the game world of The West. Mechanically, edges all follow the same guidelines, but they allow players a chance to put some spin on how they benefit their character during play.
Creating Edges
Because edges are meant to quantify some factor of how this character interacts with the universe, each Edge is potentially unique. The first step in creating an edge is giving it a descriptive name, such as Klingon Warrior, or Feminine Wiles. The next step is determining whether an edge is Rough or Sharp. Generally, Rough edges exchange in-game adversity for future growth (they gain the character experience points), while Sharp edges allow flexible mitigation of difficulty or increase in effectiveness.
Rough Edges
Rough edges can be voluntarily invoked by the player during the game before a card is drawn to resolve an action. If the task is TN 5 or less the player can voluntarily fail instead of drawing a card, and in exchange the player earns an experience point. This can be done once per session (per character, not per Rough Edge). Additional XP can be earned by that character through use of a Rough Edge (this or another), though the XP go into the group pool (see Chapter XX for more on XP and the group pool) rather than directly to the character.
When appropriate, the Judge can also attempt to invoke a character’s rough edge to turn a success into a failure after the card is drawn. If the player accepts, 1 XP is placed into the group pool. If a player does not wish to accept, they may instead remove an XP from their personal pool, or, if empty, the group pool. Paying an XP in this manner allows the player to earn an additional XP from rough edges later in this session. The Judge should not invoke rough edges when a player has no personal XP and the group XP pool is empty, without Posse consent.
Rough edges cost 1 character point for each time they can be invoked during a game session. In essence, the cost of a rough edge is equal to the XP that can be earned each session.
Sharp Edges
Sharp edges can be invoked by the player to increase the effect of any check. Regardless of what the edge is named, it can be used to affect any check the character is called upon to make. Of course, players are encouraged to use their edges for tasks that seem appropriate based on how they defined them, but this is not required.
Why is that? Players pay character points for an advantage, and that advantage should be relevant. In this way, characters always benefit from their advantages if the Player so chooses. There is no requirement for the Judge to find a way to allow a character to shine, and also, players are allowed the freedom to use their abilities creatively. Who is to say what advantages are gained through Feminine Wiles? Certainly not the authors of the game. The West is a vibrant place, and only those who are experiencing it truly know how each Edge can affect the world.
Sharp edges are purchased with a frequency rating. The frequency is how many times the edge can be used each game session.
When a sharp edge is invoked the bonus is +3. Because the Player has purchased the Edge with a limited number of uses, the Player may invoke any Sharp Edge on any check, no matter what the Edge is titled. The only restriction on Edge usage is that only one sharp edge can be utilized to affect a single check.
Edges cost 2 points per frequency.
Perks (Optional)
Some character advantages can be used to improve derived Attributes beyond what would be indicated by the values of the primary attributes alone, or only make sense if “always on”. These advantages are called Perks, and they have special costs.
- Ambidextrous: No/reduced (-2) off-hand penalty. Cost: 20/10
- Bedouin: +2 Resistance to Heat-based/Desert environment scene attributes. Cost: 3
- Concussion Threshold: +1/2/3 Cost: 3/6/9
- Dual-wield: Combatant only takes a -2 penalty to off-hand attack, or attack of choice if they are also ambidextrous, or no penalty to either attack at 20 points. Cost: 10/20
- Nerves of Steel: Ignore the first shot fired at you when determining cover fire. Cost: 4
- Sherpa: +2 Resistance to cold-based/mountain environment scene attributes. Cost: 3
- Size/Willpower 6 to 7: Cost: 15*
- Stress: +1/2/3 Cost: 3/6/9
- Tough as Nails: Reduce CT damage from each attack by 1 to a minimum of 1. Cost: 10
- Wealth: Each level grants a normal income of xx per week. Character starts with 10 x weekly income in addition to the normal starting cash (xx) Cost: 2/4/6/8/10
- Windfall: Character starts out with a bit of extra money (as Wealth, above), but no regular income. Cost: 1/2/3/4/5
*Size or Willpower may not be increased if the starting value is 5
Future Perfect: Star Trek - Races
Future Perfect: Star Trek - Archetypes
Future Perfect: Star Trek - Skill List