Difference between revisions of "Future Imperfect chapter 7"

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<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>
 
<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>
  
When buying an item after it is generally available, the changes are much less drastic. The cost will be about 85-90% of normal. The reliability will be at least R, if not V. Finally, the size and cosmetic nature of the item will be greatly improved, Master's discretion.
+
===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=
 
=Equipment Reliability=
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==Catastrophic Breakdown==
 
==Catastrophic Breakdown==
 
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.
 
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.
 +
 +
=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=
 
=Equipment Lists=

Latest revision as of 23:56, 6 September 2016

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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.