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Chapter 2: Building a Hero
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[[Future Imperfect|Back to Main Page]]<br>
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Chapter 2: Building a Hero<br>
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.
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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.
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=What is a Hero?=
To create your own hero, follow these 8 basic steps:
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We all know what a hero is in a story. But while story is an integral part of Future Imperfect, it is not everything. This is a game after all, and to understand what a hero is in this context requires high level abstraction.
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When a player creates a hero in a game, what he is doing is telling the Master what he wants to do in the game to come. Players want to have some idea how the rules work, and how their hero interacts with the rules, so that they can have a reasonable expectation of when their hero can be successful. By defining the hero with mechanics, a baseline is created to allow all participants to have an agreement as to what a character can do.
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Think back to games you have played in the past. When there have been disagreements, what was the cause? In the majority of cases these disagreements arise from a lack of clarity regarding what can reasonably be done based on the character and situation at hand. Maybe the player purchased an ability believing it to work one way, while the GM saw it differently. Maybe the rules in the book are ambiguous.  
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In Future Imperfect, the Master and Crew should create heroes together and work to foster understanding. The Master should understand not only who each character is and how he fits into the story, but also how that character will interact with the universe. What is the player saying about the game he wants to play?
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If a player buys an ability, he wants to use it! If you, as Master, cannot see a situation where this ability is useful, either give it to the player for free, tell the player that it has no place in the upcoming campaign, or adjust your perception and find a way to make that ability useful. Give the players the game they want!
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=Raw Materials=
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What follows are the building blocks of a Hero. Read through them, and be sure you understand them well before continuing. This Hero will be your gaming persona for the life of the game, be sure to thoroughly consider all decisions and create a Hero you can enjoy for the long haul.
  
 
1. Concept <br>
 
1. Concept <br>
 
2. Traits <br>
 
2. Traits <br>
3. Aptitudes <br>
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3. Skills <br>
4. Hindrances & Edges <br>
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4. Edges & Flaws <br>
 
5. Race <br>
 
5. Race <br>
 
6. Impetus <br>
 
6. Impetus <br>
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8. Gear <br>
 
8. Gear <br>
  
=ONE: CONCEPT=
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=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.
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The first step in making your hero is to have some kind of idea who the Hero actually is, inside and out. Where has he been, what has he done, what has he seen, what does he believe? Consider all of your favorite characters from fiction as inspiration, but do not limit yourself to copies of existing archetypes. For instance, 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.
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.
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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.
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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.
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=TWO: TRAITS=
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During the concept phase, try to get in to the head of your future Hero. Really understand the motivation and details that make this Hero the one you want to play. Try and envision how he will interact with the world as well as the rest of the Crew. What will be your role within the Crew? Interacting with the other Heroes will be the cornerstone of every game session.
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.
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Die Type Description Cost<br>
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=Traits=
4 Sorry 0<br>
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Future Imperfect defines the raw physical and mental abilities as Traits. Each character has 8 basic Traits: four physical and four intangible. Traits are rated by column (1-5), and each also has an associated die type. These columns are how they are utilized on Action Cards.
6 Average 1<br>
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8 Good 2<br>
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10 Amazing 3<br>
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12 Incredible 5<br>
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Each of these Traits is described here to help you figure the differences between them.<br>
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{|
Corporeal Traits<br>
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|Die Type ||Description ||Cost ||Column ||Trait Value
Dexterity: Hand-eye coordination, agility and manual dexterity. Great for blasting holes in things.<br>
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|-
Reflexes: Reflexes and speed. <br>
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|d4 ||Below Average ||-1 ||I ||4
Strength: Raw muscle and brawn.<br>
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|-
Fortitude: Endurance, constitution, and general fortitude.<br>
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|d6 ||Average ||0 ||II ||6
Mental Traits<br>
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|-
Acuity: Perception, intellect and general alertness<br>
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|d8 ||Good ||1 ||III ||8
Knowledge: Education from school and life experience.<br>
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|-
Presence: Presence and influence, as well as charisma and how the character is regarded by others.<br>
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|d10 ||Excellent ||2 ||IV ||10
Essence: Psyche and spiritual presence.<br>
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|-
Coordination<br>
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|d12 ||Amazing ||4 ||V ||12
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|}
  
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.
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In Future Imperfect, abstractions are defined in an effect based manner. The higher the column, the more effective the Hero is at using that trait. If, for example, you wanted to create a Hero who was a world renowned powerlifter, yet in game somehow fails miserably every time strength is involved (maybe due to a psychological problem), this Hero should have a low strength, not a high one. The effect is a Hero who is ineffective when using the Strength trait. Alternatively, the Hero could have a Flaw that causes him to roll lower dice (and use lesser columns) than shown on his character sheet in most conditions.
  
=More than Human=
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Each Trait also has a training, from 1-5 (or possibly more, with very experienced Heroes). The training is the number of dice that are thrown when using this trait. See Chapter XX to learn how to read the results. Traits are divided into two classes: corporeal and intangible. If a situation ever arises where one or the other must be chosen, draw an action card and choose corporeal on YES, intangible on NO.
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.
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=Wind=
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==Corporeal==
Wind is a special Trait that is derived from your character's Vigor + Spirit die types. This represents the amount of shock, fatigue, or trauma your character can take before he keels over. Wind is represented only by a number. It has no die type. If your character has a d8 Vigor and a d10 Spirit, his Wind is 8+10=18.
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The corporeal traits relate to the physical body of the character. What can he do? How well does he interact with the physical universe at large? Corporeal traits are easily measured or quantified.  
  
When his Wind is reduced to zero or less the character is effectively out of the action. At his discretion, the Starmaster might rarely allow a winded 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.
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===Strength===
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Strength is a measure of brawn 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 your Hero can lift and carry (Chapter XX).
  
=THREE: APTITUDES=
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===Dexterity===
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.
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Dexterity is body control, physical precision and lithe deftness of a Hero. Some examples of when Dexterity is the determining factor are firing ranged weapons, doing precise manual tasks quickly and movement. Dexterity determines the movement speed of the Hero.
  
Level Description<br>
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===Reflexes===
1 Beginner<br>
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Reflexes are the quick reactions and instantaneous movements of a Hero. The most common application of Reflexes is initiative during combat, but it can also be used with the Fast Draw skill, as well in other types of physical contests.
2 Amateur<br>
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3 Apprentice<br>
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4 Professional<br>
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5 Expert<br>
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===Fortitude===
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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 is part of the determination of Concussion Threshold (below).
  
=Aptitude Points=
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==Intangible==
The character generation table lists the number of points you have to put into Aptitudes (purchase skills).
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Those traits deemed intangible are much more difficult to measure. They constitute processes which are largely invisible to normal senses (or the senses themselves!)
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.
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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.
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===Acuity===
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Acuity is the measure of the mental alertness as well as aptitude of a Hero. Acuity is used when searching for something, as well as noticing something passively.  
  
We've left space on the character sheet (check for that in the back of the book) for these extra “specialty” skills.
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===Knowledge===
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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.  
  
=Concentrations=
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===Presence===
"Concentrations" are listed in italics below some of these Aptitudes. If Concentrations are listed, then one must be chosen.
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Presence is the will of the Hero as well as his ability to project that will into the universe around him. Presence is used in initiating and resisting psychological contests (Chapter XX).
Shooting, for instance, must be followed by a pistol, rifle, or shotgun, as well as the appropriate weapon type Concentration. Example: Shooting: Blast Pistol.
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See chapter XX for an Attribute list and a detailed overview of their scope and usage.
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=FOUR: HINDRANCES & EDGES=
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===Essence===
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.
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Essence is that extra something intangible that is not quantified by education. Essence is used for bravery, as well as psionics.  
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.
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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.
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==Larger Than (This) Life==
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When exploring the vast expanse of space, some entities will have traits that far outstrip what is possible in a Hero. While it is true that Heroes are the great actors upon the universal stage, the quality of the antagonist determines the sweetness of the success. Some inhabitants of the universe may have traits with columns VI+. The Master has special accommodations for these, and will share them as necessary.
  
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.
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==Concussion Threshold==
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.
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Concussion Threshold (CT) is a special Trait that is derived from your character's Fortitude + Essence trait values. This represents the amount of shock, fatigue, or trauma your character can take before he keels over.  
  
=FIVE: RACE=
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When his CT is reduced to zero or less the character is effectively out of the action. There may be circumstances when the Master may allow limited actions, but in general, the concussed Hero is down for the count. They do not roll Reflexes nor draw cards during the combat phase. Any reserved cards are lost when a character becomes concussed.
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.
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Spacelands races are classified two ways. The first is what we will cover here, the meta-race. The second is the specific race.  
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In Frank Herbert’s Dune, the humanoid inhabitants of Arrakis are called Fremen. Their meta-race is Humanoid, their specific race is Fremen.
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==Size==
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Size is the measure of how easily wounds are dealt to your character. When assessing damage, you will take one wound per multiple of your size that is dealt in damage effect. The default is 6, unless you have an appropriate edge this will be your size.
  
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.
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==Willpower==
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Willpower is your resistance level to psychological effects. Think of it as psychological size. Willpower is determined by the column of your Presence. Those with a d4 Presence have a Willpower of 5, d6-d8 are 6 and d10+ are 7.
  
=Humans and Humanoids=
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==Stress==
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.  
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Stress is the measure of your character's mental wherewithal. A character who is reduced to 0 Stress is worn out. Stress is equal to Presence Value + Essence Value.
  
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.
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==Nerve==
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Nerve is your character's defense versus fear and compulsion. It is figured as 3+Bravery level.
  
Humans and Humanoids may increase one Trait die type one level, maximum d12, but receive no Edges, Hindrances or other adjustments.
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=Skills=
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Skills are the training and practice a Hero learns during his life. For most people, these skills range from 0 to 4, as shown on the skill Level Table below. When purchasing skills, the initial purchase is at level 0 and costs 1 point. Each additional level costs 1 point during character generation.
  
=Transhumans=
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{|
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.
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|Level ||Description
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|-
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|0 ||Trained
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|-
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|1 ||Competent
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|-
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|2 ||Professional
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|-
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|3 ||Expert
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|-
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|4 ||Renowned
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|}
  
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=
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==Skill Points==
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.
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The character generation table lists the number of points you have to purchase skills. During character creation, each skill level costs 1 point, so a 0-point skill costs 1 point, and a 4-point skill costs 5 points. You can’t start the game with a skill higher than 4, although you can raise your skills higher than that later through experience.
  
Pithecine characters may not assign a d4 or d6 to Strength or Vigor, and can add one point of coordination to one of those.
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Chapter XX lists the standard skills available in Future Imperfect, grouped by the Trait they are normally associated with. Consult the Master if new skills are necessary.
  
=Canines=
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==Specializations==
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.
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"Specializations" are listed below some of these skills. If Specializations are listed, then one must be chosen. Shooting, for instance, must be followed by a pistol, rifle, etc., as well as the appropriate weapon type Specialization. Example: Shooting: Blast Pistol. See chapter XX for a Skill list and a detailed overview of their scope and usage.
 
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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.
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=Felines=
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When purchasing skills with specializations, choose one when the skill is purchased. To acquire additional specializations, pay one point each. All specializations operate at the highest purchased level.
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.  
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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.
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=Avatars=
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<i>Sid Scorpio purchases Shooting: Handguns at level 3 and selects blasters as his specialization. He decides that lasers are also a weapon of choice, and pays 1 point to bring that to the equal of his blaster skill. </i>
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.
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=MekPurr=
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=Edges=
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.
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Future Imperfect uses two types of Edges: Sharp and Rough. Rough Edges are physical, social or mental handicaps. These are the challenges your Hero faces during his life. Sharp Edges are physical, mental or social perks or background advantages your character enjoys.  
  
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.
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The character generation table lists how many slots are available to your character, as well as the total value of the Edges chosen. Since Rough Edges have negative cost, your character may have a negative total cost.
  
Avatars may not assign d4 or d6 to Strength, Deftness, Quickness or Vigor. MekPurr may not assign d4 to Deftness, Knowledge or Cognition.
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Descriptions of each of the Edges and the effects they have on your character are available in Chapter XX, as well as rules for making your own.
  
=Ursoids=
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=Race=
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.
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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.
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Future Imperfect races are classified two ways. The first is the species, the second is the specific race. You can find more on races in Chapter XX: Populating the Universe.
  
Ursoid characters may not have d4, d6 or d8 in Strength or Vigor. They also may not place d12 in Cognition or Knowledge.
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''In Frank Herbert’s Dune, the humanoid inhabitants of Arrakis are called Fremen. Their species is Humanoid, their specific race is Fremen.''
  
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.
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=Impetus=
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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. Each Hero will have both a general and specific Impetus, and all of the Crew will share a crew Impetus.
  
=Avians=
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=Background=
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.
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In many ways the numbers on a sheet are the easy part in developing an interesting, dynamic Hero. The background is what gives a foundation to the materials you have assembled so far in Hero building. Stitch them together into a compelling narrative, use the Impetus to tie the traits and skills into a cohesive whole, and you will have the beginning of a good background.
  
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.
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Some players prefer to fit together the background during the game. It is ok to take a session or two to let the background coalesce for your Hero. Be sure and keep the Master apprised as to your progress as the game moves forward. Knowing who your Hero is will help him create a more immersive game for all.
  
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.
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=Possessions=
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Each character will begin the game with $2500 worth of gear. Any gear of higher than TL7 may cost extra. Edges may adjust the amount of cash available to a beginning character.
  
=Saurians=
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==Gear==
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.
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As was mentioned in the last section, each Hero will begin with a set amount of cash to equip himself. Some Edges will affect this, be sure to consult them when outfitting your Hero.
  
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.
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Items available in the known universe vary considerably, much 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 Master to determine the cost.  
  
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.
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=Ranks=
Saurians receive the Edge: 360 Degree vision. They also receive the Edge: Vibration Sense.
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Now that you have developed your concept and have an understanding about Traits, Skills, Flaws, Edges and Races you can begin the specifics of Hero building. The first step in generating a character is ranking the five aspects from 1-5. Alternatively, with Master approval you can spend 15 rank points on the five columns.
  
=IRSOL=
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{|
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.
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|Rank ||Skills||Edges ||Race ||Psi ||Traits
IRSOL may not place d10 or d12 in Strength or Vigor. They receive the Edge: Adapted Lungs.
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|-
 
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|1 ||17 ||5 (-1)||0 ||W ||3 (0)
=SIX: IMPETUS=
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|-
What moves your hero? Why does he transcend the mundane and achieve the legendary? The motivation behind your hero is the foundation of Impetus.
+
|2 ||23 ||8 ||2 ||x ||4 (1)
The nuts and bolts of Impetus will be covered in Chapter: XX.
+
|-
 
+
|3 ||29 ||12 ||4 ||N ||5 (2)
=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.
+
|4 ||35 ||16 (+1) ||7 ||L ||7 (3)
 
+
|-
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.
+
|5 ||43 ||20 (+2) ||10 ||A ||9 (4)
 
+
|}
=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<br>
+
Skills is the number of points to assign to Skills.<br>
1 18 -1 A x 10 (-1)<br>
+
Edges is the net cost of all Edges, followed by the total number of Edge slots available.<br>
2 24 0 B x 11 (0)<br>
+
The number in the race column is the amount of points that can be spent on your race. This includes all racial Edges as well as physical constructs.
3 28 1 B N 12 (1)<br>
+
4 32 2 C L 13 (2)<br>
+
5 40 3 D A 14 (3)<br>
+
  
Aptitudes is the number of points to assign to Aptitudes.<br>
+
See chapter 10 for Species Template costs.  
Edges is the net cost of Edges after subtracting Hindrance points.<br>
+
To select Race, consult the following table.<br>
+
A Avian, IRSOL<br>
+
B Human, Humanoid, Pithecine, Saurian, Canine<br>
+
C Mekpurr, Ursoid<br>
+
D Transhuman, Avatar<br>
+
  
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.<br>
+
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. W is a psionically-weak character.<br>
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.
+
Traits lists two numbers. The first number is the sum of the values (see Trait table) of the 8 character Traits. Each Trait has a training of 1 by default. The number in parentheses are the extra training points to assign.

Latest revision as of 20:26, 1 October 2016

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Chapter 2: Building a Hero

What is a Hero?

We all know what a hero is in a story. But while story is an integral part of Future Imperfect, it is not everything. This is a game after all, and to understand what a hero is in this context requires high level abstraction.

When a player creates a hero in a game, what he is doing is telling the Master what he wants to do in the game to come. Players want to have some idea how the rules work, and how their hero interacts with the rules, so that they can have a reasonable expectation of when their hero can be successful. By defining the hero with mechanics, a baseline is created to allow all participants to have an agreement as to what a character can do.

Think back to games you have played in the past. When there have been disagreements, what was the cause? In the majority of cases these disagreements arise from a lack of clarity regarding what can reasonably be done based on the character and situation at hand. Maybe the player purchased an ability believing it to work one way, while the GM saw it differently. Maybe the rules in the book are ambiguous.

In Future Imperfect, the Master and Crew should create heroes together and work to foster understanding. The Master should understand not only who each character is and how he fits into the story, but also how that character will interact with the universe. What is the player saying about the game he wants to play?

If a player buys an ability, he wants to use it! If you, as Master, cannot see a situation where this ability is useful, either give it to the player for free, tell the player that it has no place in the upcoming campaign, or adjust your perception and find a way to make that ability useful. Give the players the game they want!

Raw Materials

What follows are the building blocks of a Hero. Read through them, and be sure you understand them well before continuing. This Hero will be your gaming persona for the life of the game, be sure to thoroughly consider all decisions and create a Hero you can enjoy for the long haul.

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

Concept

The first step in making your hero is to have some kind of idea who the Hero actually is, inside and out. Where has he been, what has he done, what has he seen, what does he believe? Consider all of your favorite characters from fiction as inspiration, but do not limit yourself to copies of existing archetypes. For instance, 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.

During the concept phase, try to get in to the head of your future Hero. Really understand the motivation and details that make this Hero the one you want to play. Try and envision how he will interact with the world as well as the rest of the Crew. What will be your role within the Crew? Interacting with the other Heroes will be the cornerstone of every game session.

Traits

Future Imperfect defines the raw physical and mental abilities as Traits. Each character has 8 basic Traits: four physical and four intangible. Traits are rated by column (1-5), and each also has an associated die type. These columns are how they are utilized on Action Cards.

Die Type Description Cost Column Trait Value
d4 Below Average -1 I 4
d6 Average 0 II 6
d8 Good 1 III 8
d10 Excellent 2 IV 10
d12 Amazing 4 V 12

In Future Imperfect, abstractions are defined in an effect based manner. The higher the column, the more effective the Hero is at using that trait. If, for example, you wanted to create a Hero who was a world renowned powerlifter, yet in game somehow fails miserably every time strength is involved (maybe due to a psychological problem), this Hero should have a low strength, not a high one. The effect is a Hero who is ineffective when using the Strength trait. Alternatively, the Hero could have a Flaw that causes him to roll lower dice (and use lesser columns) than shown on his character sheet in most conditions.

Each Trait also has a training, from 1-5 (or possibly more, with very experienced Heroes). The training is the number of dice that are thrown when using this trait. See Chapter XX to learn how to read the results. Traits are divided into two classes: corporeal and intangible. If a situation ever arises where one or the other must be chosen, draw an action card and choose corporeal on YES, intangible on NO.

Corporeal

The corporeal traits relate to the physical body of the character. What can he do? How well does he interact with the physical universe at large? Corporeal traits are easily measured or quantified.

Strength

Strength is a measure of brawn 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 your Hero can lift and carry (Chapter XX).

Dexterity

Dexterity is body control, physical precision and lithe deftness of a Hero. Some examples of when Dexterity is the determining factor are firing ranged weapons, doing precise manual tasks quickly and movement. Dexterity determines the movement speed of the Hero.

Reflexes

Reflexes are the quick reactions and instantaneous movements of a Hero. The most common application of Reflexes is initiative during combat, but it can also be used with the Fast Draw skill, as well in other types of physical contests.

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 is part of the determination of Concussion Threshold (below).

Intangible

Those traits deemed intangible are much more difficult to measure. They constitute processes which are largely invisible to normal senses (or the senses themselves!)

Acuity

Acuity is the measure of the mental alertness as well as aptitude of a Hero. Acuity is used when searching for something, as well as noticing something passively.

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.

Presence

Presence is the will of the Hero as well as his ability to project that will into the universe around him. Presence is used in initiating and resisting psychological contests (Chapter XX).

Essence

Essence is that extra something intangible that is not quantified by education. Essence is used for bravery, as well as psionics.

Larger Than (This) Life

When exploring the vast expanse of space, some entities will have traits that far outstrip what is possible in a Hero. While it is true that Heroes are the great actors upon the universal stage, the quality of the antagonist determines the sweetness of the success. Some inhabitants of the universe may have traits with columns VI+. The Master has special accommodations for these, and will share them as necessary.

Concussion Threshold

Concussion Threshold (CT) is a special Trait that is derived from your character's Fortitude + Essence trait values. This represents the amount of shock, fatigue, or trauma your character can take before he keels over.

When his CT is reduced to zero or less the character is effectively out of the action. There may be circumstances when the Master may allow limited actions, but in general, the concussed Hero is down for the count. They do not roll Reflexes nor draw cards during the combat phase. Any reserved cards are lost when a character becomes concussed.

Size

Size is the measure of how easily wounds are dealt to your character. When assessing damage, you will take one wound per multiple of your size that is dealt in damage effect. The default is 6, unless you have an appropriate edge this will be your size.

Willpower

Willpower is your resistance level to psychological effects. Think of it as psychological size. Willpower is determined by the column of your Presence. Those with a d4 Presence have a Willpower of 5, d6-d8 are 6 and d10+ are 7.

Stress

Stress is the measure of your character's mental wherewithal. A character who is reduced to 0 Stress is worn out. Stress is equal to Presence Value + Essence Value.

Nerve

Nerve is your character's defense versus fear and compulsion. It is figured as 3+Bravery level.

Skills

Skills are the training and practice a Hero learns during his life. For most people, these skills range from 0 to 4, as shown on the skill Level Table below. When purchasing skills, the initial purchase is at level 0 and costs 1 point. Each additional level costs 1 point during character generation.

Level Description
0 Trained
1 Competent
2 Professional
3 Expert
4 Renowned


Skill Points

The character generation table lists the number of points you have to purchase skills. During character creation, each skill level costs 1 point, so a 0-point skill costs 1 point, and a 4-point skill costs 5 points. You can’t start the game with a skill higher than 4, although you can raise your skills higher than that later through experience.

Chapter XX lists the standard skills available in Future Imperfect, grouped by the Trait they are normally associated with. Consult the Master if new skills are necessary.

Specializations

"Specializations" are listed below some of these skills. If Specializations are listed, then one must be chosen. Shooting, for instance, must be followed by a pistol, rifle, etc., as well as the appropriate weapon type Specialization. Example: Shooting: Blast Pistol. See chapter XX for a Skill list and a detailed overview of their scope and usage.

When purchasing skills with specializations, choose one when the skill is purchased. To acquire additional specializations, pay one point each. All specializations operate at the highest purchased level.

Sid Scorpio purchases Shooting: Handguns at level 3 and selects blasters as his specialization. He decides that lasers are also a weapon of choice, and pays 1 point to bring that to the equal of his blaster skill.

Edges

Future Imperfect uses two types of Edges: Sharp and Rough. Rough Edges are physical, social or mental handicaps. These are the challenges your Hero faces during his life. Sharp Edges are physical, mental or social perks or background advantages your character enjoys.

The character generation table lists how many slots are available to your character, as well as the total value of the Edges chosen. Since Rough Edges have negative cost, your character may have a negative total cost.

Descriptions of each of the Edges and the effects they have on your character are available in Chapter XX, as well as rules for making your own.

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. Future Imperfect races are classified two ways. The first is the species, the second is the specific race. You can find more on races in Chapter XX: Populating the Universe.

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

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. Each Hero will have both a general and specific Impetus, and all of the Crew will share a crew Impetus.

Background

In many ways the numbers on a sheet are the easy part in developing an interesting, dynamic Hero. The background is what gives a foundation to the materials you have assembled so far in Hero building. Stitch them together into a compelling narrative, use the Impetus to tie the traits and skills into a cohesive whole, and you will have the beginning of a good background.

Some players prefer to fit together the background during the game. It is ok to take a session or two to let the background coalesce for your Hero. Be sure and keep the Master apprised as to your progress as the game moves forward. Knowing who your Hero is will help him create a more immersive game for all.

Possessions

Each character will begin the game with $2500 worth of gear. Any gear of higher than TL7 may cost extra. Edges may adjust the amount of cash available to a beginning character.

Gear

As was mentioned in the last section, each Hero will begin with a set amount of cash to equip himself. Some Edges will affect this, be sure to consult them when outfitting your Hero.

Items available in the known universe vary considerably, much 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 Master to determine the cost.

Ranks

Now that you have developed your concept and have an understanding about Traits, Skills, Flaws, Edges and Races you can begin the specifics of Hero building. The first step in generating a character is ranking the five aspects from 1-5. Alternatively, with Master approval you can spend 15 rank points on the five columns.

Rank Skills Edges Race Psi Traits
1 17 5 (-1) 0 W 3 (0)
2 23 8 2 x 4 (1)
3 29 12 4 N 5 (2)
4 35 16 (+1) 7 L 7 (3)
5 43 20 (+2) 10 A 9 (4)

Skills is the number of points to assign to Skills.
Edges is the net cost of all Edges, followed by the total number of Edge slots available.
The number in the race column is the amount of points that can be spent on your race. This includes all racial Edges as well as physical constructs.

See chapter 10 for Species Template costs.

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. W is a psionically-weak character.
Traits lists two numbers. The first number is the sum of the values (see Trait table) of the 8 character Traits. Each Trait has a training of 1 by default. The number in parentheses are the extra training points to assign.