Difference between revisions of "Future Imperfect chapter 1"
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==The Action Deck== | ==The Action Deck== | ||
− | The action deck is 54 cards, representing steps 0-14 as well as other symbols as necessary. Each card contains many colored symbols (if you are colorblind the same color always correlates to a specific symbol or font type, such as italics or bold, so color perception is not necessary) as well as | + | The action deck is 54 cards, representing steps 0-14 as well as other symbols as necessary. Each card contains many colored symbols (if you are colorblind the same color always correlates to a specific symbol or font type, such as italics or bold, so color perception is not necessary) as well as many sets of values, each with their own use cases. That may sound complicated, but in the appendix we show you how to use any standard poker deck with Jokers as an action (or ability!) deck. And because each deck has all of the results and modifiers printed right on it, even complicated actions with many variables are easily described. |
==Chips== | ==Chips== |
Revision as of 21:05, 4 April 2016
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Chapter 1: The Basics
Contents
Terms
In Future Imperfect, there are a few terms used throughout the book. The players will be referred to as Crew, the GM as Master and characters as Heroes. Enemies may be referred to as antagonists, henchmen, masterminds or villains. Character will mean any individual in the universe.
What you need
Besides some pencils and paper there are three things you need to play Future Imperfect: dice, cards and poker chips.
Dice
Future Imperfect is a collaborative exercise, so we need some way of randomizing certain actions such as determining whether or not your Hero hears the alien creeping up behind him. We achieve this with dice and cards. Future Imperfect requires the full array of standard RPG dice (4-, 6-. 8-, 10-, 12- and 20-sided dice). These are abbreviated as d4, d6, d8, d10, d12 and d20. If there's a number in front of the type of die, such as 2d6, it means you should roll that many dice. If you see "5d8," for example, you should roll 5 eight—sided dice.
Sometimes there's a number added to or taken away from the roll, like "2d12+2.” You always apply the modifier after you roll the dice.
Cards
Future Imperfect also uses decks of 54 playing cards. The game comes with one or more special sets, but you can also use any set of playing cards with jokers, with the included table for conversion (see Appendix 1). Special card decks are also available for some types of characters or action mini-games (discussed in Chapter XX).
The most common set of special cards are called "Action Decks". One deck will be shared by the Master and Crew. Further instructions on how to use them follow here, with a more in depth discussion in Appendix 1. Certain character types (those with psionic powers, for example) need their own decks (Ability Decks). Be sure to be properly prepared, before starting the game, with the appropriate number of card decks. The Master should also have an extra deck or two for extras to use as Ability Decks.
Ability decks are to be shuffled after each use of a power or ability, at the end of a scene (see the appropriate description), or when a shuffle result comes up during play. Be sure and take care to either keep the different decks separated, or have some way to differentiate between them.
The Action Deck
The action deck is 54 cards, representing steps 0-14 as well as other symbols as necessary. Each card contains many colored symbols (if you are colorblind the same color always correlates to a specific symbol or font type, such as italics or bold, so color perception is not necessary) as well as many sets of values, each with their own use cases. That may sound complicated, but in the appendix we show you how to use any standard poker deck with Jokers as an action (or ability!) deck. And because each deck has all of the results and modifiers printed right on it, even complicated actions with many variables are easily described.
Chips
Future Imperfect uses standard poker chips for a great number of purposes described throughout the book. The standard mix at the beginning of any story arc is 50 white chips, 25 red chips, and 10 blue chips. Put all of these into a big cup or "Fate Pot" so you can draw them out of the pot without looking at them. Once you've set up the crew's Fate Pot, put unused chips away.
Only under special circumstances do you ever add new chips to the pot. Whenever you spend a chip (again, more later), toss it back into the Fate Pot.
Traits & Skills
Heroes, extras, and other characters are mostly made up of Traits and Skills. Traits are things like Strength, Reflexes and Acuity. These are expressed as a size and number of dice. A really strong alien might have a 2d12 Strength, while an elderly IRSOL probably has a 1d6 or even a 1d4.
Skills are the experiences your Hero has collected during his life, quantified by a set of numbers. These are rated from 1 to 5 initially and tell you how many Trait dice to roll when using that Skill.
Future Imperfect uses fairly broad Aptitude descriptions, so you often need to choose a "specialization". The fighting skill does not exist by itself, it requires a specialization such as brawling, knives, or swords. The same is true for a skill like science —you need to specialize in biology, chemistry, or engineering.
Training
When the Master calls for a test of one of your Hero's basic Traits, roll a number of Trait dice equal to its "Training". Trainings function just like Skills—they tell you how many of your Trait dice to roll whenever you need to test that Trait.
Trait tests are usually used when the Master wants to test a Hero's raw abilities, such as his Strength or Acuity. Reflexes is another Trait that you'll use often, especially in combat.
For instance, Antares Darkeye, a notorious space pirate, has a Dexterity of d10 with a Training of 4, so he rolls 4d10 to make a Dexterity test.
Mixing Skills
Skills are normally associated with a particular Trait. When the Master asks for a Skill task, such as a climbing roll, just use the physical trait associated with climbing (because climbing is a physical skill). But sometimes he might ask you for a climbing/Knowledge roll. This means he wants to see how much your character knows about climbing, not how well he can actually scale a cliff.
Interpreting Die Rolls
A character's Trait tells you what kind of dice to roll, and the Skill or Training tells you how many dice to roll. Your result is the highest number you get when you roll all your dice together. So if you roll 3d6 and get 2, 3, and 5, your result is a 5.
If there are any modifiers, they are applied after the dice are rolled. Negative modifiers are penalties of some sort, and positive modifiers are bonuses.
Allison McGee is sliding down a hill on her sleek and reliable hovercycle, although she is headed into the clutches of a particularly nasty bug. The Master wants a Ride: Cycle roll. Allison's riding is 2d8. She rolls and gets a 3 and a 4, not good enough for a success.
Unskilled Checks and Tasks
If the Master requests a skill check or task for a skill your Hero does not possess, it is considered unskilled. In lieu of Skill dice, roll your character's Trait dice (using its Training as its Skill level), but divide the highest result by 2. Alternatively, if your character has a related skill, roll that instead, with a penalty of 2. Specializations within a Skill are always related—such as shooting pistols, flamers, and rifles. Other Skills may be related depending on the situation. Work with your Master to figure out if a Skill might be used in place of another. Only Skills may be considered related, never Traits.
Exceptional Success
Trait and Skill checks are open-ended, this means if you roll the highest possible number on any of your dice, you can roll that die again and add the next roll to that die's current total. The maximum number on a die is called the "Max". You can keep rolling the die and adding it to the running total as long as you keep getting the Max.
If you should get the Max on several of your individual dice, roll them one at a time and choose to either keep the number rolled or try on the next Max die. Once you leave a die behind, it can no longer be used. This is only relevant with Skill and Trait Tasks, always roll for all Tops on damage rolls.
Allison is hanging on to the hillside for dear life after his horse's unfortunate demise. The Master wants a climbing total. Ronan has 2d8 climbing and rolls two 8s. Lucky dog. He rolls both Aces again and gets a 7 and an 8. These dice are hot. Ronan rolls the last 8 again and gets a 3 for a grand total of (8+8+3=) 19. He climbs up the hillside just as the thing below finishes his horse and snaps at his boots. <----Redo this example
Critical Failures
If more than half of your dice come up 1, you have achieved a critical failure, and something unusually bad happens, at the Master’s discretion, and the task fails automatically. Players should also be encouraged to narrate consequences of critical failures on their own. Be creative! Appreciate the result as a complication rather than a failure. Additionally, you cannot spend Fate Chips (Chapter XX) to reroll or add to your dice. Ignore any Max results during a critical failure.
Checks and Tasks
In Future Imperfect, dice and cards can work synergistically to determine success as well as interesting details that occur within the game universe. In the real world, as well as in great fiction (and games), some things are pretty simple, while others are more complicated undertakings. To this end, Future Imperfect provides two resolution systems to be used as necessary to simulate the game world. For simple situations, like changing a weapon magazine or climbing a cliff face, use the Check system. For more complicated endeavors, where multiple external and personal factors could be at play, the Task system is here to help you bring these situations to life. Give them the depth and coverage they deserve!
Checks
That furrow in your brow tells me you are wondering what the hell the difference is between a Check and a Task. Good question, to be answered presently. As previously mentioned, Checks are simple things in the abstract. They may not be simple to do, per se, but the outcome is a binary result, and other external factors are unlikely to come to bear. Anytime you would roll some dice, check the result, then move right along you are likely to be dealing with a Check. The Master will tell you the skill and trait, as well as the difficulty, you prepare the dice, roll them and read them as above, then check the following table. If you meet or exceed the Task Number (TN), you have succeeded.
Difficulty | Task Number |
Easy | 3 |
Standard | 5 |
Challenging | 7 |
Difficult | 9 |
Incredible | 11 |
Pretty simple, right? Exactly as it was meant to be. Keep the game moving, keep the action foremost and let the players play. In this case, the dice roll and get out of the way, facilitating a fast paced game.
Just as her father dies, he whispers a plea into Allison's ear. He wants her to go to Antares VII and protect an accused prisoner from certain doom. Allison is a Hero; of course she will set off for Antares.
The Master asks Allison’s player for a Standard (5) area knowledge check to know the location. She throws her dice for a result of 3, 7 and 8. Success! The journey to Antares is ready to begin.
And now some words on descriptions. Players should describe what it is they are attempting as clearly as possible. If it succeeds, if it fails, the player has every right to participate in the description. However, the Master is the final arbiter of exactly how most elements of the universe interact, sometimes even the Hero (you can't effectively disbelieve gravity). The best case is when the Master and Crew work together to paint the surroundings in the most vivid canvas they can create.
Best case...your mileage may vary. Some groups prefer to describe their action and let the Master describe the effect. Others prefer the Crew take the lead and describe as much as possible. As a group, know the game you want to play. The philosophy behind Future Imperfect encourages creating a shared game world, but the number one rule is: work together to create the game your group wants to play. How else can you achieve maximum enjoyment?
Tasks
In most games, Tasks are the foundation of exciting scenes. When a Hero needs to do something great, almost certainly that is a task. In most cases Tasks are much more than a binary result. There are potential complications, deviations and unintended results. By utilizing the Task system, you can roll dice once, choose one card, and resolve a series of events without needing to roll again.
To resolve a task is a simple process. When performing a task, take the top card from the Action Deck and compare the number in the appropriate column to the TN on the difficulty table above. This number must be equal to or greater than the TN to achieve success. Consult the other sections of the card as necessary to resolve related situations, such as damage, hit location and hitting bystanders.
Need some examples? Keep reading, the rules that follow will have plenty of tasks described in them.
Escalating Success
During Checks and Tasks, when you exceed your Task Number by 5 points, you get an extra success level. This is called a "bump". Bumps are sometimes used to show your character has achieved something above and beyond the norm. Heroes are achievers, they escalate often. Work with the Master to make the details of your bump come to life!
Result
Success: You achieved the desired effect and no more, likely with some kind of complication in tow.
One Bump: You manage to accomplish your goal and avoid complications.
Two Bumps: You achieve some measure of extra success, as determined by you and the Master.
Contested Checks and Tasks
Occasionally, your Hero may attempt a task that is also being attempted by another individual. If this is the case, the Master relays the difficulty (usually 5) and all parties make their check (or task, Master discretion). There are three possible types of contested checks and tasks: races, contests or competitions.
In a race, the object is to be the first to successfully complete the task. In this case, successive rolls are made until at least one party succeeds (exceeds the TN). If multiple parties succeed on the same battery of attempts, the one with the highest result succeeds first. In the event of a tie, give all parties an opportunity to secretly play a chip. Reveal these chips simultaneously. Whoever has played the highest chip spends it and wins. All other parties lose, and any wagered chips are not spent. If no party plays a higher chip than other successful parties, a contested (contest, see below) Trait roll should be performed, Reflexes for a physical task or Acuity for an intangible task.
Sometimes a race will be accumulation of successes or raw numbers. The procedure is otherwise unchanged.
In a contest, parties are attempting to achieve the best result. All parties roll the appropriate Skill or Trait, and the highest result is the winner (regardless of success or failure, there is no TN). In a tie, each draw an Action card and compare Impulse (upper left). Highest number wins.
A competition is exactly like a contest except that ties are possible.
In some cases, the Master may declare that escalations have value in the contested roll. Escalations are counted from the opponent's total.
Allison gets to Antares just in time. Now she has to convince a crowd of rowdy locals not to bust through him and the few IPA deputies that have stayed on duty in the face of such overwhelming odds.
The Master asks for a persuasion total. Allison gets a 7 and the leader of the mob gets a 5. The citizens back down, but since she didn't bump they haven't given up just yet.