Future Imperfect chapter 2
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Chapter 2: Building a Hero
Contents
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 the best possible Hero.
1. Concept
2. Traits
3. Skills
4. Edges & Flaws
5. Race
6. Impetus
7. Background
8. Gear
ONE: 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?
TWO: 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 |
4 | Below Average | 0 | 1 | 4 |
6 | Average | 1 | 2 | 6 |
8 | Good | 2 | 3 | 8 |
10 | Excellent | 3 | 4 | 10 |
12 | Amazing | 5 | 5 | 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 or cards that are thrown or drawn when using this trait. See Chapter XX to learn how to read the results.
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)
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 6+. 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.
THREE: Skills
Skills are the training and practice a Hero learns during his life. For most people, these skills range from 1 to 5, as shown on the skill Level Table below.
Level | Description |
1 | Hobbyist |
2 | Competent |
3 | Professional |
4 | Expert |
5 | 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 1-point skill costs 1 point, and a 4-point skill costs 4 points. You can’t start the game with a skill higher than 5, although you can raise your skills higher than that later if you really work at it.
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.
FOUR: Edges & Flaws
Flaws are physical, social or mental handicaps. You can take up to 10 points in Flaws during character creation. The number of points each Flaw is worth is listed next to its title. Ranges of numbers or numbers with slashes indicate that the Flaw comes in more than one level of severity. The higher the number, the worse the Flaw affects your Hero.
While you get points for Flaws now, they're far more important in helping you earn Story Chips (more on that later). If you choose a Flaw, you must be willing to roleplay it. That's how you earn rewards (Story Chips) that can be used to save your skin and help improve your character.
Edges are physical, mental or social bonuses or background advantages you can purchase for your character. You purchase these with the points listed in the character generation table. Descriptions of each of the Edges and the effects they have on your character follow. Chapter XX has a list of Flaws and Edges, as well as rules for making your own.
FIVE: 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 what we will cover here, the meta-race. The second is the specific race.
In Frank Herbert’s Dune, the humanoid inhabitants of Arrakis are called Fremen. Their meta-race is Humanoid, their specific race is Fremen. 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 and specific, can be found in the Chapter XX: Populating the Universe.
Humans and Humanoids
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.
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.
Humans and Humanoids may increase one Trait value one level, maximum column 5, but receive no extra Edges, Hindrances or other adjustments.
Transhumans
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.
Races of Transhumans are very rare. They may evidence some external differences from humans, notably in such factors as shape of facial features, ears or other external cues. 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 value 1, and may convert up to one value 3 to value 4 after all selections are made. They also receive one extra training point on up to three different Traits, with a maximum training of 4. Transhumans must be either Latent or Adept in Psionics.
Pithecines
The Pithecines are bipedal creatures with roughly humanoid shape. They have evolved from stock similar 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.
Pithecine characters may not assign a column 1 or 2 to Strength or Fortitude, and can add one point of training to one of those.
Canines
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.
Canine characters may not assign a column 1 to Strength or Fortitude, and add 1 to their Rate. Canines have one extra level of alertness at character generation. Canines have two levels in the Track Aptitude for free.
Felines
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.
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.
Avatars
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.
MekPurr
Unlike Avatars, MekPurr are very lithe and leisure oriented. Their cultures prize intellectual pursuits, especially the highly technical. Their cultures are the recognized masters of cybernetics and robotic automation. MekPurr have retractable claws.
All Feline races receive two free levels of alertness and one extra training in Acuity. Avatars receive an extra point of training in Strength, Dexterity and Fortitude, and add two to their Rate. MekPurr receive an extra training in Knowledge. Avatars increase their Reflexes value one level, to a maximum of 5.
Avatars may not assign column 1 or 2 to Strength, Dexterity, Reflexes or Fortitude. MekPurr may not assign column 1 to Dexterity, Knowledge or Acuity.
Ursoids
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.
Ursoid characters may not have column 1, 2 or 3 in Strength or Fortitude. They also may not place column 5 in Acuity or Knowledge.
Either the Strength or Fortitude value may be increased by one level, maximum 5. They receive two extra levels of training in Strength (maximum 4) and one extra in Fortitude. Ursoids add one to their size.
Avians
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.
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.
Avians may not place column 4 or 5 in Fortitude. They may not place column 5 in Strength. An Avian may be deemed a glider. Avians add two to their Rate. If so chosen, their Dexterity may not exceed column 4, but they may glide at a speed equal to their Rate. Avians subtract one from their size.
Saurians
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.
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.
Saurians may not place a column 1 in Strength nor a column 1 or 2 in Fortitude. They also may not place a column 5 in Reflexes. They receive one extra training in Fortitude. Saurians receive the Edge: 360 Degree vision. They also receive the Edge: Vibration Sense.
IRSOL
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.
IRSOL may not place column 4 or 5 in Strength or Fortitude. They receive the Edge: Adapted Lungs.
SIX: 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 one Impetus in one way or another.
SEVEN: 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.
EIGHT: Possessions
Once we know more about gear this section can be written.
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 permission you can spend 15 rank points on the five columns.
Rank | Skills | Edges | Race | Psi | Traits |
1 | 18 | -1 | A | W | 10 (-1) |
2 | 24 | 0 | B | x | 11 (0) |
3 | 28 | 1 | B | N | 12 (1) |
4 | 32 | 2 | C | L | 13 (2) |
5 | 40 | 3 | D | A | 14 (3) |
Skills is the number of points to assign to Skills.
Edges is the net cost of Edges after subtracting Flaw points.
To select Race, consult the following table.
A | Avian, IRSOL |
B | Human, Humanoid, Pithecine, Saurian, Canine |
C | Mekpurr, Ursoid |
D | Transhuman, Avatar |
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 2 by default. The number in parentheses are the extra training points to assign.