Difference between revisions of "Future Imperfect chapter 7"

From benscondo.wiki-rpg.com
Jump to: navigation, search
(Armor)
 
(34 intermediate revisions by the same user not shown)
Line 1: Line 1:
 
[[Future Imperfect|Back to Main Page]]<br>
 
[[Future Imperfect|Back to Main Page]]<br>
  
=Equipment Reliability=
+
=A Note on Economies=
All equipment will be rated for reliability, on a scale from Very Reliable, Reliable, Fragile and Experimental (V, R, F, E), in that order from left to right. If a possible breakdown is noted on the card, check the appropriate mishaps for the equipment type or use Master discretion to determine the result.  
+
The costs listed in this manual all assume a similar marketplace. These costs are likely ''not'' accurate across disparate cultures, especially those which span wildly different tech levels and economic systems. For archaic items, the costs are based on a "modern" economy. In archaic economies, where those items are state of the art, their costs would be much, much higher, similar to the cost of comparable modern weapons.
  
To determine if a mishap is possible, check the broken wrench portion of the action card, below armor penetration and above the clock face. If no letter appears, there is no effect. If a letter appears, check if it is either the same or to the left of the given reliability rating. If so, a breakdown is indicated. The exception is the V<nowiki>*</nowiki> card. If that card is drawn, and the equipment being used is very reliable, shuffle that card back into the deck (including all discarded cards, but nothing from the hands of the Master or Crew in play) and draw again. If that card is drawn again, there is a breakdown.
+
Likewise, "futuristic" items might have an extremely inflated cost. In a tech 5 culture, given the right skill one could conceivably net millions for a fusion pistol.
  
==Catastrophic Breakdown==
+
Future Imperfect is a game of intentionally flexible (some may say ambiguous) scope. Depending on the nature of the adventures on which the Crew embarks, the handling of money (in the form of credits) could vary widely from game to game.  
Most breakdowns are of the mundane type, such as a weapon jam or a loose wire. If, however, the V<nowiki>*</nowiki> is drawn and the equipment being used is not very reliable, reshuffle and draw again as indicated above. If the card drawn in this extra draw would indicate a breakdown for the equipment being used, then a catastrophic breakdown has occurred. Consult the appropriate table or use Master discretion to determine the effect.
+
 
+
=Armor=
+
[[image:Armor-energy.JPG]]
+
  
'''TECH/9 BSU BELT SCREEN UNIT''': The BSU/9 is a small forcescreen
+
[[Future Imperfect - Economics]]
generator about the size of several packages of cigarettes and
+
is worn on the belt, It generates a standard screen capable
+
of defending against projectiles and energy weapons. Mass = 1
+
kg. Powercell = 6 hr. continuous operation.
+
  
[[image:Armor-flexible.JPG]]
+
=Tech Levels=
 +
What follows is a rough approximation of the items available at each tech level.  
  
'''ARCHAIC ARMOR:''' All early forms of armor protection (pre-
+
TL 1: Simple machines and tools such as atlatl or knife.<br>
Tech/5) are included in this grouping. Hide, leather, and cloth
+
TL 2: Forged sword. <br>
armor also includes everyday garments made of such
+
TL 3: Crossbows and abacus.<br>
material which are reasonably thick. Heavy fur coats, for
+
TL 4: First gunpowder weapons.<br>
instance, are equivalent to Coat/1 hide armor. Similarly, heavy
+
TL 5: 19th to early 20th century items.<br>
winter cloth coats could be classed as roughly equivalent to
+
TL 6: Current technological levels.  <br>
quilted cloth armor. Such protection can be obtained in early
+
TL 7: Genetic engineering, full automation. Lasers, early space travel. Primitive TISA and FTL drives. <br>
cultures or may be manufactured to order in advanced
+
TL 8: Fusion weapons. Blasters, gauss weapons. Robotic automatons. <br>
societies.
+
TL 9:  Advanced artificial intelligence.<br>
 +
TL 10: Computer self-awareness.  <br>
 +
TL 11: Partially fucking crazy shit I probably dreamed but forgot. <br>
 +
TL 12: Totally fucking crazy shit I havent dreamed up yet. <br>
  
'''LBA LIGHT BODY ARMOR:''' LBA is personal armor designed to
+
==Alternate Tech Levels==
protect the torso and abdomen from small arms fire and
+
Many items change over time, and continue to be staples in economies even after they cease to be modern. Today we have calculators, just like those that cost hundreds of dollars in the 1970s, but now they are more functional, cheaper and smaller.  
sometimes from edged weapons in early Tech/5-6 versions.
+
Later models also provide protection against energy fire. Early
+
types are comparable to the rather bulky and heavy ‘bullet
+
proof vests’ and flak jackets of the 20th century on Terra. With
+
Tech/7 technology, a widespread use of lightweight synthetic
+
fibers like Kevlar made fairly compact and effective body
+
armor a possibility.
+
  
'''LBA/1''' is equivalent to the bullet-proof vest, made of nylon
+
It should be assumed that you can buy items of lower or higher tech level than listed. In some cases (such as computers, below) options will be provided. In others, Master discretion will determine the differences.  
reinforced with titanium steel plates. <br>
+
'''LBA/2''' is equivalent to the standard flak vest of the 1940s-1950s,
+
made of ballistic nylon.<br>
+
  
'''LBA/3''' is an early Kevlar model, reinforced with ceramic or light
+
Some guidelines: When purchasing a technology earlier (generally 1 TL) than it is normally available, assume it costs 10x as much (if being purchased in an economy of the lower tech level), its size would be 1.5-10x as large (or heavy) and the reliability would be F or E.  
metal plates.<br>
+
  
'''LBA/4''' is an improved Kevlar
+
<I>Sid Scorpio is trapped in a remote cantina on Denebola IV, a TL 6 planet, but he knows his only chance of escape is making it to the StarPort, where the Chain Lightning is moored. After doing some schmoozing, he finds word of a scientist who claims to have produced a laser pistol. Great! He loves those. Knowing the level of tech on this planet, he can expect to barter around 10,000 credits worth of goods, and get a 2 kg (approximately) hulk of a handgun. But not only that, it will likely be E reliability, because it is literally experimental. </I>
model, reinforced with plates
+
of high tensile strength alloy.<br>
+
  
'''LBA/5''' is a Nemourelon ballistic
+
===Improved Technology===
cloth model, reinforced with
+
When buying an item from a culture which enjoys a higher TL than where the item it is generally available, the changes are much less drastic. The cost will be about 85-90% of normal. This is for purchasing a TL 7 item from a TL 8 culture. The item is functionally no different than the standard TL 7 version.
light, strong plates of
+
Titanallay and rather resistant
+
to energy fire.<br>
+
  
'''LBA/6''' is an improved
+
Buying a higher tech version of the same item is slightly different. Items such as this will generally cost 25-50% more than the standard version. No game traits will be altered except the TL (which will improve performance of some items inherently). Upgrading an item 2 TL will increase the cost at least 200%. This is only possible of the given TL of the item does not exist, and must always use the highest tech version of the item as the baseline standard. For example, there are already TL 6 and 7 slugthrowers, so a TL 5 slugthrower cannot be upgraded in this manner. However, you can upgrade a TL 7 slugthrower to TL 8, with a light pistol costing 250-300 credits.  
Nemourelon model coated
+
with Insular to yield improved
+
anti-energy protection.<br>
+
  
'''LBA/7''' is a model of woven
+
Besides the higher tech level, these improved items also may be more aesthetically pleasing, lighter or heavier (whichever is preferred) and could possible integrate more types of functionality and technology (hey, guess what, my phone has a camera on it!). Be creative!
Durallay coated with Insular to
+
yield good anti-energy
+
protection.
+
  
[[image:Armor-rigid.JPG]]
+
===Customized Items===
 +
Some items may be purchased with custom functionality. Want a laser rifle that folds up to fit into a backpack? How about a multi-vision visor built in to a set of normal sunglasses? These items can be acquired. In some cases, at Master discretion, they may require a higher TL to produce. Remember that we have only gone up 1 TL since the 1940s, and our cell phones have more computing power than the supercomputers that took up entire floors in those days. And yet, our cars are not nearly as upgraded. Sure, they are orders of magnitude more comfortable, and offer greater fuel efficiency and performance, but your grandfather's little deuce coupe could do pretty well against most modern cars in straight line speed. Technology changes in very different ways across disparate machines.
  
'''CBA COMBAT BODY ARMOR:''' All CBA is personal combat
+
It would be impossible to describe all possible equipment modifications. The Master will need to use discretion to keep the game universe balanced with what is available from culture to culture. When designing new and modified equipment, keep the core principles of gear in mind: gear doesn't do stuff on it's own, heroes do stuff. Gear helps heroes do stuff ''better''. And also, if the Heroes can get it, so can the villains...and vice versa.
armor designed to protect the entire body under battlefield
+
conditions. Some forms utilize a cuirass similar to the LBA types,
+
with a lighter armor protecting the arms and legs. Helmets are
+
also included, but these can be purchased separately at about
+
CR 25 plus 10% of the cost of the whole unit.
+
All CBA units have the possibility for optional features to be built
+
in at added cost:
+
  
Sealed Armor: For CR 1000, the armor is sealed against the
+
=Equipment Reliability=
outside environment, effectively converting it into an armored
+
All equipment will be rated for reliability, with lower integers being more reliable. If the wrench in the breakdown section is broken, a number also appears. This number is checked against the breakdown value of the equipment to see if a breakdown or mishap occurs. If the breakdown number is equal to or greater than the device's reliability, then consult the appropriate breakdown table (or use Master's discretion).  
pressure suit proof against toxic gases and liquids,
+
law pressure conditions, etc. Like support and
+
breathing apparatus must be purchased separately.
+
  
Rad Shielding: For CR 750 per rad factor, CBA can
+
The exception is the 1<nowiki>*</nowiki> card. If that card is drawn, and the equipment being used has a reliability of 1, shuffle that card back into the deck (including all discarded cards, but nothing from the hands of the Master or Crew in play) and draw again. If that card is drawn again, there is a breakdown.
be shielded to the levels indicated in the tables
+
below. The mass of the unit is Increased by +2 kg
+
per rad factor of protection.
+
  
Other equipment-com gear, vision aids, jump packs, etc, can
+
==Catastrophic Breakdown==
be added at additional expense, It should be noted that the
+
Most breakdowns are of the mundane type, such as a weapon jam or a loose wire. If, however, the 1<nowiki>*</nowiki> is drawn and the equipment being used is not reliability 1, reshuffle and draw again as indicated above. If the card drawn in this extra draw would indicate a breakdown for the equipment being used, then a catastrophic breakdown has occurred. Consult the appropriate table or use Master discretion to determine the effect. Very reliable items never suffer catastrophic breakdown.
overall mass of the armor will quickly increase as optional
+
features are installed and battle efficiency will eventually be
+
impaired by overloading.
+
 
+
'''PAPA POWER ASSISTED PERSONAL ARMOR:''' Some of the earliest
+
forms of Power Armor to appear in science fiction are the
+
battle armor types in ‘Doc’ Smith’s Lensman series. Robert A
+
Heinlein’s Starship Troopers and Joe Haldeman’s Forever War
+
provide more recent and detailed examples. Power Armor is a
+
heavily armored exoskeleton employing servomechanisms to
+
magnify the wearer’s strength. The result is that the CAP
+
(Combat Armor, Powered) Trooper becomes, in essence, a
+
one-man tank. Since the PAPA unit itself provides the power for
+
normal actions, with the wearer providing control rather than
+
‘muscle,’ heavy activity can be performed for a considerable
+
period of time before the wearer becomes fatigued. When the
+
powercell is exhausted, the wearer will be unable to move the
+
suit by himself.
+
 
+
All PAPA units should be considered as armored vacuum suits
+
or armored space suits with mech strength. It is fully self-contained,
+
with electrically powered life support systems
+
capable of operation for up to 5 times the period indicated if
+
the suit powercell is replaced or recharged. Life support systems
+
include a heating/cooling unit to maintain livable conditions
+
inside the suit in all environments, waste reclamation of recycle
+
water and dehydrate solid wastes, air purifiers and a 4-hr.
+
emergency oxygen tank, self-sealing system to close hole and
+
leaks (some units have ‘nipper’ joints which can completely
+
close points on the limbs when sections are totally blown away,
+
while cauterizing the end of an amputated arm or leg), and
+
food and water for designed suit duration (5x powercell
+
duration). Food is in the form of concentrated ration pellets,
+
while water is recycled except for a 2 liter emergency tank.
+
Power Armor divides into 3 basic classifications: Scout,
+
Marauder, and Assault BattleArmour. Scout PAPA units are
+
typically used as ‘light’ reconnaissance armor by the military.
+
Civilians may be able to obtain Scout armor as well. A degree
+
of protection is sacrificed in the general interest of speed and
+
endurance. Marauder armor is standard BattleArmor typically
+
issued to Mobile Infantry. Assault BattleArmor is extra-heavy
+
Power Armor developed for very specialized use by the Terran
+
SpaceForces and the IPA. Armor protection in such Units may
+
attain heavy tank levels. However, Assault PAPA units are
+
exceedingly costly and therefore will never be encountered as
+
general issue items.
+
 
+
Model: The type of armor. <br>
+
TL: Tech Level <br>
+
Material: The type of material the armor is crafted from. <br>
+
Impact: Armor value versus impact weapons. <br>
+
Pierce/Slash: Armor value versus piercing and slashing weapons. <br>
+
Energy: Armor value versus energy weapons. <br>
+
Type: The armor classification (Flexible, Rigid, Energy)
+
 
+
=Ranged Weapons=
+
[[image:TL5-weapons.JPG]]
+
 
+
[[image:TL6-weapons.JPG]]
+
  
[[image:TL7-weapons.JPG]]
+
=Equipment Attributes=
 +
Many types of equipment have attributes which describe the way they interact with the environment. Some of these attributes have given effects which are predefined. Many attributes can be invoked by players as necessary during the course of the game. In general, spending a bump on an attribute can trigger an effect defined by the player. See chapter XX Attributes.
  
[[image:TL8-weapons.JPG]]
+
=Equipment Lists=
 +
What follows are a set of sample equipment lists within a given consistent economy. The Master is free to design whatever equipment fits the universe of his game, or use what is provided.  
  
[[image:TL9-weapons.JPG]]
+
[[Future Imperfect - Weapons]] <br>
 +
[[Future Imperfect - Armor]] <br>
 +
[[Future Imperfect - Personal Locomotion]] <br>
 +
[[Future Imperfect - Vehicles]] <br>
 +
[[Future Imperfect - Computers]] <br>
 +
[[Future Imperfect - Cybernetics]] <br>
 +
[[Future Imperfect - Robots]] <br>
 +
[[Future Imperfect - Starships]] <br>
 +
[[Future Imperfect - Medical Supplies]] <br>
 +
[[Future Imperfect - Communications]]<br>
 +
[[Future Imperfect - Other Gear]]
  
ROF: Rate of fire. If selective fire, all modes are listed. <br>
+
'''Game Designers Note:''' I really enjoy big equipment lists and lots of options. One thing that must not be forgotten, however, is that equipment does not move the story, players do. Even though we could legitimately expect to be able to create equipment, even in the pretty near future, that could automatically do a lot of what happens in the game, as players we should not expect, nor even want, such things. The reason is that in so doing the characters become superfluous, and instead of driving the story, they will steer it, or in a worst case, just be along for the ride. In a science fiction setting especially the Master and Crew should take great care to ensure that equipment is used to enhance what characters do, not to do in it's own right.
Ammo: The type of ammunition the weapon uses. <br>
+
TL: Tech Level <br>
+
PB: Point blank range, in meters. <br>
+
Short: Short range, in meters. <br>
+
Med: Medium range, in meters. <br>
+
Long: Long range, in meters. <br>
+
Ex: Extreme range, in meters. <br>
+
Pen: Penetration value of the weapon.
+

Latest revision as of 23:56, 6 September 2016

Back to Main Page

A Note on Economies

The costs listed in this manual all assume a similar marketplace. These costs are likely not accurate across disparate cultures, especially those which span wildly different tech levels and economic systems. For archaic items, the costs are based on a "modern" economy. In archaic economies, where those items are state of the art, their costs would be much, much higher, similar to the cost of comparable modern weapons.

Likewise, "futuristic" items might have an extremely inflated cost. In a tech 5 culture, given the right skill one could conceivably net millions for a fusion pistol.

Future Imperfect is a game of intentionally flexible (some may say ambiguous) scope. Depending on the nature of the adventures on which the Crew embarks, the handling of money (in the form of credits) could vary widely from game to game.

Future Imperfect - Economics

Tech Levels

What follows is a rough approximation of the items available at each tech level.

TL 1: Simple machines and tools such as atlatl or knife.
TL 2: Forged sword.
TL 3: Crossbows and abacus.
TL 4: First gunpowder weapons.
TL 5: 19th to early 20th century items.
TL 6: Current technological levels.
TL 7: Genetic engineering, full automation. Lasers, early space travel. Primitive TISA and FTL drives.
TL 8: Fusion weapons. Blasters, gauss weapons. Robotic automatons.
TL 9: Advanced artificial intelligence.
TL 10: Computer self-awareness.
TL 11: Partially fucking crazy shit I probably dreamed but forgot.
TL 12: Totally fucking crazy shit I havent dreamed up yet.

Alternate Tech Levels

Many items change over time, and continue to be staples in economies even after they cease to be modern. Today we have calculators, just like those that cost hundreds of dollars in the 1970s, but now they are more functional, cheaper and smaller.

It should be assumed that you can buy items of lower or higher tech level than listed. In some cases (such as computers, below) options will be provided. In others, Master discretion will determine the differences.

Some guidelines: When purchasing a technology earlier (generally 1 TL) than it is normally available, assume it costs 10x as much (if being purchased in an economy of the lower tech level), its size would be 1.5-10x as large (or heavy) and the reliability would be F or E.

Sid Scorpio is trapped in a remote cantina on Denebola IV, a TL 6 planet, but he knows his only chance of escape is making it to the StarPort, where the Chain Lightning is moored. After doing some schmoozing, he finds word of a scientist who claims to have produced a laser pistol. Great! He loves those. Knowing the level of tech on this planet, he can expect to barter around 10,000 credits worth of goods, and get a 2 kg (approximately) hulk of a handgun. But not only that, it will likely be E reliability, because it is literally experimental.

Improved Technology

When buying an item from a culture which enjoys a higher TL than where the item it is generally available, the changes are much less drastic. The cost will be about 85-90% of normal. This is for purchasing a TL 7 item from a TL 8 culture. The item is functionally no different than the standard TL 7 version.

Buying a higher tech version of the same item is slightly different. Items such as this will generally cost 25-50% more than the standard version. No game traits will be altered except the TL (which will improve performance of some items inherently). Upgrading an item 2 TL will increase the cost at least 200%. This is only possible of the given TL of the item does not exist, and must always use the highest tech version of the item as the baseline standard. For example, there are already TL 6 and 7 slugthrowers, so a TL 5 slugthrower cannot be upgraded in this manner. However, you can upgrade a TL 7 slugthrower to TL 8, with a light pistol costing 250-300 credits.

Besides the higher tech level, these improved items also may be more aesthetically pleasing, lighter or heavier (whichever is preferred) and could possible integrate more types of functionality and technology (hey, guess what, my phone has a camera on it!). Be creative!

Customized Items

Some items may be purchased with custom functionality. Want a laser rifle that folds up to fit into a backpack? How about a multi-vision visor built in to a set of normal sunglasses? These items can be acquired. In some cases, at Master discretion, they may require a higher TL to produce. Remember that we have only gone up 1 TL since the 1940s, and our cell phones have more computing power than the supercomputers that took up entire floors in those days. And yet, our cars are not nearly as upgraded. Sure, they are orders of magnitude more comfortable, and offer greater fuel efficiency and performance, but your grandfather's little deuce coupe could do pretty well against most modern cars in straight line speed. Technology changes in very different ways across disparate machines.

It would be impossible to describe all possible equipment modifications. The Master will need to use discretion to keep the game universe balanced with what is available from culture to culture. When designing new and modified equipment, keep the core principles of gear in mind: gear doesn't do stuff on it's own, heroes do stuff. Gear helps heroes do stuff better. And also, if the Heroes can get it, so can the villains...and vice versa.

Equipment Reliability

All equipment will be rated for reliability, with lower integers being more reliable. If the wrench in the breakdown section is broken, a number also appears. This number is checked against the breakdown value of the equipment to see if a breakdown or mishap occurs. If the breakdown number is equal to or greater than the device's reliability, then consult the appropriate breakdown table (or use Master's discretion).

The exception is the 1* card. If that card is drawn, and the equipment being used has a reliability of 1, shuffle that card back into the deck (including all discarded cards, but nothing from the hands of the Master or Crew in play) and draw again. If that card is drawn again, there is a breakdown.

Catastrophic Breakdown

Most breakdowns are of the mundane type, such as a weapon jam or a loose wire. If, however, the 1* is drawn and the equipment being used is not reliability 1, reshuffle and draw again as indicated above. If the card drawn in this extra draw would indicate a breakdown for the equipment being used, then a catastrophic breakdown has occurred. Consult the appropriate table or use Master discretion to determine the effect. Very reliable items never suffer catastrophic breakdown.

Equipment Attributes

Many types of equipment have attributes which describe the way they interact with the environment. Some of these attributes have given effects which are predefined. Many attributes can be invoked by players as necessary during the course of the game. In general, spending a bump on an attribute can trigger an effect defined by the player. See chapter XX Attributes.

Equipment Lists

What follows are a set of sample equipment lists within a given consistent economy. The Master is free to design whatever equipment fits the universe of his game, or use what is provided.

Future Imperfect - Weapons
Future Imperfect - Armor
Future Imperfect - Personal Locomotion
Future Imperfect - Vehicles
Future Imperfect - Computers
Future Imperfect - Cybernetics
Future Imperfect - Robots
Future Imperfect - Starships
Future Imperfect - Medical Supplies
Future Imperfect - Communications
Future Imperfect - Other Gear

Game Designers Note: I really enjoy big equipment lists and lots of options. One thing that must not be forgotten, however, is that equipment does not move the story, players do. Even though we could legitimately expect to be able to create equipment, even in the pretty near future, that could automatically do a lot of what happens in the game, as players we should not expect, nor even want, such things. The reason is that in so doing the characters become superfluous, and instead of driving the story, they will steer it, or in a worst case, just be along for the ride. In a science fiction setting especially the Master and Crew should take great care to ensure that equipment is used to enhance what characters do, not to do in it's own right.