The West That Wasnt - Action Cards
Action cards are at the heart of The West That Wasnt. Whenever success is in doubt, action cards will help you determine the result. In this section action card usage will be explained in a step by step manner. For further information about card anatomy, card creation or alternative card usages, see The West That Wasnt: Appendix - 1, Action Cards.
This chapter is intended to provide an overview of how to use the action cards. It is not intended as a full rules explanation. Some elements of the rules need to be explained to provide the necessary context for understanding card usage, but it is in no way complete. Please reference the appropriate rulebook chapters for comprehensive rules explanations.
Contents
- 1 Reading Cards
- 2 Performing Skill and Attribute Checks
- 3 Combat Actions
- 4 Shuffling
- 5 Optional Results: Bumps
- 6 Initiative
- 7 Card Deck
Reading Cards
The Action Cards included with the game are loaded with data. The sheer volume of information may seem daunting at first, yet once their usage is mastered they become simple and quick to utilize. Note that even in the most detailed of actions only a subset of the information contained will be referenced. In most cases only one or two sections will be necessary.
The card is divided into sections.
The image above is labeled according to the most common usages of the card. The concept is to distill the sections into single entities. There may be 25 numbers in a bank in the upper grid (discussed below), but functionally, it is just a single thing.
To learn how to read a card, begin by drawing one and examining the card face.
Consider the entry in the upper left corner of the card, only. Do not let the information density overwhelm you at first glance. The cards have enough information to resolve any kind of action, in any situation. But in any given action, only a small subset of the entries will be consulted. To avoid information overload, concentrate only on the entries needed for the action you are currently resolving. This step by step guide will show you how to use each section in turn, and provide concrete examples to bring the knowledge together into a useful form.
Action card concept 1: Use what you need, ignore everything else.
The example card is number 34. When cards are referenced, the large number in the upper left is the unique identifying number. Anytime the rulebook refers to a card, it will reference this number. These numbers range from 0-53, as discussed here.
Each card is divided into three sections,
the outer edge, containing the following information:
1. Initiative bar (discussed here)
2. Unintended targets (ancillary effects, below)
3. Corner results (appendix).
The upper results, containing:
1. Cause grid (next section, skill checks)
2. Equipment Failure (ancillary effects, below)
3. Scatter (ancillary effects, below)
4. Burst results (combat, below)
And the lower results, consisting of:
1. Effect grid (complex skill checks, below)
2. Hit locations (combat, below).
3. Armor penetration (combat, below).
Nomenclature
When speaking of a single given cell in the cause grid, the convention is row-column, such as 3-8, for the d8 cell that has an 3 result (third row, above). When speaking of a result set, where multiple dice of a given type are rolled, the standard RPG convention of [row]d[column] is used, so for 3d8, the results of 7, 7 and 3 would be included (again, using the above image). In the effect grid the convention is the same, except the row labels are enclosed in parentheses, so the 4th entry in the d8 column is (4)8.
Now that you are oriented and informed on card notation, the first step is learning the simplest task, a basic skill check.
Performing Skill and Attribute Checks
Roleplaying games are predicated on characters doing interesting things. Many times, those things may fail. When success is not guaranteed, action cards are used to determine the outcome. The process is detailed below.
The Cause Grid: Simple Skill Checks
Skill checks can be performed using only a single result from the card. In the upper section of the card is a 5x5 grid, with rows numbered from 1-5, and columns with 4, 6, 8, 10 and 12, along with symbols matching the shape of dice with the given number of sides.
Do not worry, dice never need to be rolled in conjunction with action cards.
Then why are the dice symbols present? As a player of roleplaying games, you are likely familiar with polyhedral dice. If this is your first roleplaying game, you may have seen the 6 sided cube that is used in table games such as craps to board and roleplaying games like Monopoly and Dungeons & Dragons as well. The dice symbols help to set expectations for players on what results are likely to occur in a given column*. The 6 column, for example, acts like the standard six sided cube. Most results in the 6 column will fall within the range of 1-6, while the results in the 10 column will fall mostly from 1-10. A full explanation for how the results are distributed is available in the appendix.
Simple skill checks use only the cause grid. This means, according to Concept 1, everything else on the card should be ignored. All you need is a number of rows equal to the skill level of the skill being used and a column representing the die type of the appropriate trait (illustrated below).
Each row is an additional die of the appropriate type. When a skill level is greater than one, the player resolving the action may choose any result from a row equal to or less than the level of the skill, in the appropriate column based on the governing trait. The only exception to this is critical failures, discussed in the special section below. For example, if Sid Scorpio has an Essence of d6, and a Bravery of 3, he may choose either 4, 7 (why is this result highlighted? See exceptional results, below) or 1 (assuming card 34, above, as the card drawn).
Skill checks are that simple. Draw a card, cross-reference the die type of the appropriate trait with the skill level of the skill being used, and choose the result. In general, the highest result present will be chosen, though there may be reasons why another result is selected. Except in the case of critical failures the active player (the one that drew the card and is resolving the check) may always choose whichever result he wishes.
Attribute checks are performed exactly like skill checks, except the attribute level is used in place of skill level.
After completing the check, place the card in the discard pile. Even though only a small amount of the information on the card was used, each card is utilized for a single action only. In the case of a simple skill check, between 1-5 rows in a single column will be consulted, nothing more.
*You may notice a 7 in cell 2-6, and an 11 in 3-8. The results are open ended, discussed in exceptional results, below (immediately after the following examples). For more on how the results are generated and distributed, see the appendix.
Further Examples
Miranda Valentine is posing as a lady of the evening in a local brothel; an activity she detests. While maintaining cover and dodging customers she injures her arm in a fall. She attempts to use Streetwise to locate a local doc.
The Master declares a TN of 7, and she has a skill of 3d8.
Success!
Jonah Benton enters a high stakes gambling event in Tombstone. Certain of his ability, he enters a card game he has never played.
"No problem, Im an accomplished gambler. Cards is cards."
Jonah has 3d10 in gambling. The opponents are skilled players, which normally sets the TN at 7, but because he does not even know the rules the Master increases the TN to 9.
Uh oh, an 8 will not do it. Noticing his table cash getting uncomfortably low, Jonah looks for a way out. The pit boss and bouncer have other ideas.
Exceptional Results
Great stories are filled with instances of characters performing extraordinary actions. Future Imperfect seeks to simulate this with extraordinary results. Previously, it was mentioned that most results will be less than or equal to the number atop the column. In some cases, results that are equal to or greater than that number will be shaded in yellow, bold and italicized*. These are exceptional results.
Exceptional results allow results to be open ended. When one of the cells in the result set meet the criteria above, immediately draw another card and add the value from the corresponding cell to the previous result. If another exceptional result is drawn, repeat the procedure until a standard result is drawn. Only the necessary cells are used, everything else on these additionally drawn cards is ignored, so they may be immediately discarded after combining the results.
Unlike standard skill checks, exceptional results use the exact cell only, lower results may not be selected. In other words if the exceptional result is in 2-10 (as in 34, above), then only the 2-10 result in the next (and subsequent) card(s) may be chosen. If multiple cells within the result set display exceptional results, either may be selected after drawing the new card, but the same rules apply. See example 3, below, for more on this possibility.
Exceptional results are optional.
*See the Appendix for the rationale behind the symbology.
Exceptional Results, Example 1: Reuben Skedaddles
Reuben McRotch is attempting to elude 3 vaqueros from the Laroq hacienda who wish to question him about why he was hanging around their gold mine. Having sprinted from the mineshaft, he is looking for the fastest route to anywhere but here. With the cowboys hot on his trail, he knows that his situation is desperate so he decides to attempt something truly crazy. He runs along the mountainside and leaps out, attempting to land on the top of a passing stagecoach.
The Master declares this to be an incredibly difficult task, and assigns a TN of 11. Reuben quips, "Aw hell," and draws a card.
Reuben has a Strength of 2d10, and this is applicable because he is leaping for distance. Consulting the card drawn, 14, he finds 9 and 12, the latter denoting an exceptional result. "Aces!", says Reuben, and he draws another card, 5. Cross referencing the 2-10 result he finds a 9, making his total 21.
"Be seein' ya!" Reuben grabs the roof, looks back at the hombres, smiles and winks. "Too-da-loo, gents."
Note: If optional rules for bumps were used, he would have achieved 2. See the section on bumps, below.
Exceptional Results, Example 2: Jonah Saves the Day
Back on the prairie, Jonah spies Reuben through his field glasses, just in time to see him leaping onto the moving coach. "Unbelievable," he thinks to himself. "Those vaqueros know Reuben, and that he works with both Miranda and me," he thinks to himself. Quickly, Jonah hatches a plan.
The cowboys are raising the alarm, so security is extra vigilant, but no other choice makes sense. Jonah declares he will sneak in and detonate the TNT Reuben just placed. The Master declares the TN a near-impossible 13. The card: 34.
Jonah may be a city slicker, but has 4d10 in Stealth. Glancing over the results, he is pleased to find 9, 6, 10, and 7, including an exceptional result. "This just might work", he thinks and draws another card, 6. Fortuitously, another exceptional result! Drawing again, he reveals the 5 card. Adding the results gives a 21. Smoothly, and without making a scene, Jonah slips past the guards just as they assemble.
Note that even though Jonah has a 4d10 in Stealth, he cannot choose the 9 result on the 5 card, because only the 3-10 cell can be used in this draw. Also, even though the 4-10 result in card 5 is CF, and his skill is 4d10, this does not cause a critical failure. Critical failures can only occur on the card drawn to resolve the action, the additional cards drawn for the exceptional result are optional, and only serve to extend the initial card. This also explains why only the 3-10 cell is relevant, in effect only that "die" is rolled, no further action is attempted.
Finally, if the optional bump rules (see below) were being used, Jonah would have generated 2 bumps.
Exceptional Results, Example 3: Miranda Delivers
Finding herself thigh-deep in muck while waiting for Reuben to blow the mineshaft, Miranda has certainly had better days. It just gets worse when her Sharps malfunctions while she is trying to pick off a horseman gaining on Reuben, astride a speeding coach. Knowing she has little time, because the horseman is gaining rapidly, she begins trying to restore her trusty long arm.
The Master declares the TN 5, since it is a relatively normal weapon malfunction. The issue is Miranda does not know the cause of the breakdown, so she will need to troubleshoot the issue. She is very skilled with rifles, having 3 dice, however her Intellect is only d4. Normally with the Sharps he is shooting trouble, with Dexterity, not troubleshooting, with Intellect.
Having no other option, she draws.
Hmm, not bad. Card 7 has two exceptional results! Drawing another, she spies the two corresponding cells and chooses a result of 10 (7+2 vs 6+4). Success (and a bump, if those rules are used).
Critical Failures
As with exceptional successes, entertaining stories often include spectacular failures. At times even the most skilled individual encounters a set of circumstances that cannot be resolved satisfactorily. Critical failures are results that lead to failure no matter the situation, and often can lead to the most dramatic result possible. Adjudicating critical failures is covered in section, this paragraph is solely concerned with how to read the results on the action card.
In most checks, the player can select any result in the appropriate column up to and including the row of the skill level being utilized. The exception to this is when the exact row/column combination yields a CF result. Note that it does not matter if a CF is in any other location on the card, a critical fail only occurs if the exact box directed by the attribute/skill combination on the resolution card* contains CF.
In the given card image below, if Angus Laroq has a 4d12 Strength, and is attempting to lift a fallen tree trunk, he would critically fail. In the event of a critical fail the Master determines a result appropriate to the situation at hand, however any member of the Crew, including the player resolving the card, may make suggestions.
For all other purposes, a CF result counts as a 0.
*In TWTW, all actions can be resolved by a single card draw. This card is called the resolution card. Some optional effects, such as exceptional results, can trigger further draws. These draws extend the result on the resolution card, and are never counted for critical failures in any way.
Complex Skill Checks: More Than a Binary Result
In some cases, an action requires more than a pass or fail. These actions are called complex skill checks. This type of check generates a binary pass/fail, and if successful, a magnitude defining how successful the action was.
Complex skill checks take simple skill checks one step further, and use two sections of the card: the cause grid (like simple skill checks) and the effect grid. These types of checks could be due to extended actions (where success is achieved over time such as defeating a complex security system), contests (where two characters compete at a task), actions involving a magnitude rather than a binary success (such as throwing an item for distance), combat actions, or other possibilities as defined by the Master.
Referencing Action Card Concept 1, use the cause grid and effect grid, and ignore everything else. As with simple skill checks, the cause grid is used to determine whether an action is a success. The effect grid is used to determine the magnitude, if necessary. Without a success, no magnitude is generated. An action card is discarded after one resolution (successful or not).
Using the Effect Grid
Unlike the cause grid, the results in the effect grid are always arranged in order of increasing value as the row increases. The rationale for the arrangement of values in the grids is covered in the appendix. Because of this, the cell corresponding to the appropriate row and column is always chosen.
Generating Victories
The value in the given cell is the magnitude of the action, but this by itself does not provide all of the information needed. Victory has a target of 6. This means that for each multiple of 6* in the magnitude, one victory is generated. For example, in the 34 card (below), the (4)d6 effect grid result would generate one victory, because the magnitude is 9. Unless specified otherwise, any amount over the target is lost, in this case, 3.
When performing a complex action that requires multiple victories, the Master will inform the player of the required number of victories before they make their attempt.
*See the appendix for more on the target victory magnitude of 6.
Complex Skill Checks, Example 1: Ruben Sets Some Dynamite
After spending the night sneaking past the hacienda to the hidden mineshaft, Reuben has calculated that the best place for the explosives to bury the shaft is a nook a few paces into the cave mouth. He knows the cave is protected by a slug of hombres, so his only hope of gaining access and placing the TNT is through a different tunnel.
Having entered the nook, he assesses the structure and determines that he needs to place 3 separate bunches of dynamite, and connect them all in series. Just then, he hears the wheels of the cart scraping the track, and two voices approaching. The Master informs him that it will require 5 victories to set the device. The Master sets the TN to 7. He draws the following card:
Reuben has 4d8 in Demolitions, and he is using top quality sticks and caps from his mining days, (3)d10. Consulting the card, he finds success (2, 4, 5, 7 vs TN 7).
Excellent. Now to determine how much progress is made this round.
The quality of the equipment, (3)d10, is used to generate the effect. With the standard effect threshold of 6, the 25 magnitude generates four victories. Note that unlike reading the cause grid, in the effect grid only the exact cell referenced is necessary.
One more to go, Reuben knows he needs to step up his game if he is to set the explosives quickly enough to be able to escape the approaching miners as well. The ornery cuss just might do himself proud.
Complex Skill Checks, Example 2: Jonah Knows
Having blown the mine, Miranda and Jonah find their way to the edge of the Laroq hacienda, driving their horses hard for a getaway. Incredibly, the drawbridge is up, and the mechanism is fixed with a series of locks! The Miners and vaqueros from the mining operation are fast approaching, and out for blood. Miranda says she can hold them at bay for a few minutes, but he needs to hurry. Jonah gets to work.
Once he dismounts, he can see how the locks are holding the bridge up. It is quite complicated, but Jonah is well-educated, especially for the west. Sometimes it pays to be a city slicker.
The Master declares this a TN 7, with 6 victories required. Jonah has a strong Lockpicking skill, 3d10, but only rudimentary tools, (3)d6.
He gets an 8. Progress. But how much?
Just what the doctor ordered, an exceptional success! His total of 26 scores 4 victories right out of the gate. "Great news, M-V, I saw something just like this once back in Brooklyn!"
Combat Actions
Combat actions can potentially use the entire action card. Each section will be covered individually, in sequence, with a continuing example. Future Imperfect is designed to be played with an action deck and a character sheet, no other accessories are needed (ok, maybe a pencil and a drink of choice). To that end, the character sheet is crafted to make the most complex actions, simple.
On the back of the character sheet is a combat reference aid. It is designed to hold a card in the center, in the rectangle, and contains handy information about card symbols and game mechanics. When it is time to resolve an action, draw a card and place it in the space indicated.
Skills are organized by die type. The arrows will point to the appropriate column.
Resolution Flow
Cards are designed to begin in the upper left and flow down and to the right. The order of the sections is outlined below, but remember to only use what you need. The sequence of operations is similar to other games:1. Determine hit or miss. If miss, proceed to step 6.
2. Determine number of hits.
3. Determine hit location(s).
4. Check for armor penetration/ablation. If no penetration, proceed to step 6.
5. Determine damage.
6. Check for ancillary effects.
All results are found on a single card. See diagram at right for order of operations map. At the conclusion of the resolution, discard the card.
Step 1 is for determining success or failure, see the simple skill check section for more on using this feature. Step 2 is for burst fire, if only a single shot is attempted, skip this section. Using this section is described below. Step 3 is hit location. Step 4 is armor penetration/ablation, described below. Step 5 is damage, see complex task resolution for instructions on to use this feature. Step 6, ancillary results, are covered below.
Determining Hits
In combat, hits are determined exactly like simple skill checks. In ranged combat, the TN is determined by the range and weapon type, and modified based on environmental, equipment and other factors as determined by the Master. In melee combat, the TN is determined by weapon type and skill of the opponent, modified by other factors as determined by the Master. In all cases the Master will tell you the TN before a card is drawn. See the conflict chapter for a full description of combat rules.
Combat Example, Miranda vs Miners
While Jonah finagles the bridge, Miranda drops to a knee and points her Sharps at the oncoming horde. She knows many hombres are on their tail, the clicks of their hooves echoing in the morning stillness. After a few very long seconds, the lead vaquero barrels around the corner at speed. Cool as the desert night, she unloads.
The range is close for a Sharps rifle, which makes the TN 5. Because the mounted cowboy is moving at 18 paces, and Miranda is stationary, the movement penalty is -3. The rifle is loaded and cocked, Miranda will aim and fire. The following card (50) is drawn:
She has 3d10 in Shooting: Rifle. The results 8, 1, 3 indicate a hit. These cowboy is going to wish he never left the breakfast table.
Burst Fire
Some weapons are capable of firing more than one shot in a single action. These weapons use the burst section of the action card. If a hit is scored, check the appropriate burst result to see how many shots hit. Weapons that are capable of firing in more than one mode are assumed to fire the minimum number of shots unless specified otherwise. The burst fire chart is located beneath the cause grid in the upper results.
The number to the left, within the burst icon, is the burst value, which indicates the number of projectiles fired. The number to the right is the number of actual hits (or successes) scored. The difference between the burst value and the number of hits is called stray shots (used with optional unintended targets rules). Each hit after the first in a given location increases the row on the effect grid by 1 (so (3)d6 becomes (4)d6). Alternatively, if bumps are used, each additional hit after the first adds one conditional "damage only" bump.
See the action card appendix for more on burst fire results.
Hitting Multiple Targets
Burst weapons can hit multiple targets with each action. When using a burst weapon, such as a Gatling cannon, check all of the cells in the result pool. Each cell that would have been a successful hit after the first can optionally hit another target instead of the first. The number of total hits between all targets is limited by the appropriate burst result value, after any bumps are applied.
Spreading Hits Across Multiple Locations
This may or may not be a thing.
Combat Example, Chuk vs Klackons, continued
Holding his ground, Chuk unleashes a withering hail of blast fire into the approaching klackons. A blast MMG can only fire in full auto mode, so it uses the 10 burst section. How many projectiles find home?
Wow, 8 rounds plow into the lead klackon.
Hit Location
To the left of the effect grid is a set of four rectangles. Each of these contain a hit location.
The second rectangle from the bottom is italicized and bold. This is the standard hit location. The other hit locations are used with the optional bump rules (see below) as well as with positional adjustments such as advantages of high ground. Consult the conflict chapter for more on hit locations.
Next to all the rectangles except the standard hit location is either 1 or 2 triangle arrows. These arrows represent both direction and cost. Each triangle is one bump to change to that location, and the direction is either up or down. The hit location bank is a stack of rectangles, and the results are arranged to generally move up the body (toward the head) as you move up in the stack. When results are within the same location, thematically it can be assumed that higher in the stack is a higher spot within the location. Sometimes results will go from side to side, such as right to left arm or leg. In this case, even though they are arranged on top of one another, the location change is horizontal.
Your Crew can interpret the results horizontally and vertically however they wish. These thematic options are suggestions, only, intended to help visualize the action.
Combat Example, Chuk vs Klackons, continued
Consulting the hit location section of the card, Chuk determines that his rounds hit the left leg.
Armor Penetration/Ablation
Successfully placing ordinance on a target is one thing, penetrating the protection of said target is another. Each weapon has a penetration value and type, as well as tech level. Armor has protection values versus multiple attack types, as well as a tech level. Most natural armors, such as the shell of a turtle, have an effective tech level as well even though they are not technological per se. Many spacefaring creatures have natural armor that has no tech level, these creatures ignore the tech level of all weapons.
Each action card has a shield icon to the left of the effect grid. Inside the shield is a number from -2 to +2. This number is applied to the penetration value of the attack before comparing it to the protection value of the armor. The resulting number is known as the Effective Penetration (EP).
If the EP is 2 or more greater than the protection value of the armor, the attack penetrates. If the EP is equal to or one greater, the attack ablates. If the EP is less than the protection value, the attack deflects.
Attacks that penetrate do full damage. Attacks that ablate do reduced damage. In both cases, the protection value is decremented. Attacks that deflect do no damage and the protection value is unaffected.
Tech Level and Armor Penetration/Ablation
Tech level has some effect on this, but it is as yet undetermined.
Burst Fire and Armor Penetration/Ablation
This also might have some effect, but it is also as yet undetermined.
Combat Example, Chuk vs Klackons, continued
Now for the moment of truth. Can the charging klackons withstand the destruction wrought by Chuk and his blast MMG? Blast MMGs are TL 8, Penetration 8, and are energy weapons. Klackons have natural armor (no tech level), protection 6 in chest/belly, 5 everywhere else versus energy. For this attack, the klackon has 5 armor.
The blast MMG penetrates the left leg, dealing full damage: (4)d10. The protection value for this klackon is reduced to 4 in his right leg.
Dealing Damage
Damage is applied exactly as described in complex tasks. The only difference between collecting victories and assigning wounds is that any leftover effect magnitude is applied as concussion. See the Conflict chapter for more on dealing damage.
Combat Example, Chuk vs Klackons, continued
The blast MMG penetrated the leg armor of the klackon, dealing (4)d10. Because 8 shots hit, the damage value is increased by 7 (one for each shot after the first). There are only 7 rows in the effect grid, so any leftover bonus after the 7th row is added directly to the magnitude. This makes the effect result (7)d10+4. The magnitude is 49 (45 +4).
The shot deals 5 wounds and 19 concussion. Normally, this amount of damage would deal 8 wounds before converting to concussion. However, no limb can take more than 5 wounds before being destroyed/severed. The klackon loses the leg, must make a concussion save, and a death save. See the Conflict chapter for rules on how to do this.
Ancillary Effects
Once all hits are applied, the next step is determining if any other effects occur. There are two possible ancillary effects: equipment failure and unintended targets. Equipment failure is represented by a wrench icon located just above the scatter clock face.
If a broken wrench with a number superimposed on it is present, that number is compared to the reliability of the equipment to determine if a breakage occurs (equipment fails when the result over the wrench is below the equipment reliability). If an intact wrench appears, this section can be ignored. See the gear chapter for more information on equipment reliability.
The second possible ancillary effect is unintended targets. Before any ranged shot is attempted, the Master may inform the player of potential unintended targets (in the case of other PCs or important NPCs or terrain features, the Master should inform the player before the shot is attempted). Generally, unintended targets are within one meter of the firing path of the weapon. Unintended targets may be living or otherwise, such as windows, breakable objects, etc. See the Conflict chapter for more on determining potential unintended targets.
Compare the number of stray shots to the numbers superimposed over the figure icons. If the number of stray shots is equal to or greater than any of these numbers, an unintended target is hit. Note that multiple unintended targets can be hit in a single shot if multiple targets are indicated.
In most circumstances the closest or most obvious unintended target is hit first. Unintended targets can be used to increase immersion and drama during scenes. Missed shots have to go somewhere. The Master has final determination of which unintended targets are hit, however it is suggested that players be made aware of possible unintended targets before attempting a shot.
See the Conflict chapter for more on unintended targets. The action card appendix discusses how unintended targets are determined, as well as an alternate method for using the unintended target track.
Combat Example, Chuk vs Klackons, conclusion
Now that the damage has been dealt, the remaining possible effects must be determined, if any. First, check for equipment failure.
Since an intact wrench is present, there is no possibility of equipment failure.
Finally, unintended targets. Since the burst size was 10, and 8 shots hit, the number of stray shots is 2. Given that the hallway is empty except for the two charging klackons, there is only one possible unintended target.
Since there are two stray shots, and the icon has a 3, no unintended targets are struck. Had there been one more stray shot, the other klackon would have been hit.
Shuffling
The action card deck should be shuffled before any action scene. Also, if at any time a card is drawn that has SHUFFLE written across the left edge, complete the current resolution, and then, before proceeding, combine the deck and discard pile and reshuffle the deck.
Optional Results: Bumps
Heroes perform actions with style and pizzazz. Sometimes, this means they succeed when others might fail. Sometimes they do things that seem impossible. Sometimes they just add an extra helping of cool to the performance. Bumps can help facilitate this at the table.
Whenever a task is attempted, the Master will provide a TN for success. If the result generated exceeds the TN by 4 or more, a bump has been achieved. For each full multiple of 4 above the TN one bump is awarded. For a TN 5 task, bumps would occur on 9, 13, 17, etc.
Using Bumps
For each bump the player may invoke any of a number of possible choices. Bumps may be used to change hit location. They can increase penetration value (or cause increased ablation). They can add damage. They can grant the player a minor action to perform along with the current action. Bumps do not persist, so use 'em when you get 'em. Players can freely choose how to use their bumps, but the Master has final say over any added minor action or anything not explicitly defined on the action card.
While the options are many, using bumps in play is quite simple. One advantage action cards have over dice is that by visually having the options present on the card, it serves as a reminder of what is possible. This leads to fewer instances of special abilities being forgotten or neglected in the crunch time of action.
Bumping Hit Location
If you recall, the hit location bank includes 4 possible hit locations. By using 1 bump, the hit location may be moved up or down one spot in the hit location bank. For example, see the following diagram:
The card pictured (50) shows a standard hit location of left leg. Bumping up or down has the same effect, in this case (changing legs), and, if two bumps were available, the hit location would revert back to the left leg.
Another example, this time using card 16 illustrates a much more advantageous usage of location bumping.
In this case, the standard hit location is belly, but with a single bump the location can be changed to either the right arm or vitals.
In all cases, the triangles (up or down) denote the number of bumps necessary to select the alternate location, and the direction of the apex indicates the general direction of the location change.
Bumping Penetration
Each weapon in Future Imperfect has a penetration value. This value is used to both penetrate and damage armor. Skilled combatants are consistently able to find weak points in enemy defenses, and bumping penetration simulates this.
Bumping penetration is simple. The penetration modifier, shown in the shield, may be increased by one for each bump spent. This cannot be used to increase the penetration modifier above +2. Any increase above +2 is two bumps per increase.
The card shown here has a 0 penetration modifier. To increase it to +1 would cost 1 bump, and to +2 would cost 2. Increasing it to +3, however, would cost 4 bumps.
Bumps may also be used to increase ablation. One bump may be spent to reduce the armor value by one additional point. Alternatively, it may instead ablate the armor value at a secondary location instead (this does not cause a wound there, or move the current hit to that location).
Bumping Damage or Effect Magnitude
Bumping damage is the most straight-forward bump spend. For each two bumps spent, increase the row value of the effect by one. Effect cannot be bumped below row (7). Bumping effect magnitude (for generating victories) works in exactly the same way. Bumping damage or effect magnitude is limited only by the row 7 rule, above.
Minor Actions
Adding a minor action to the just resolved action is also feasible. This type of bump spend is subject to Master approval. Some examples of minor actions that can be added include swapping out a magazine, ducking behind cover, pointing out a scene detail to your comrades, jumping onto a chair, or anything else that increases the drama and story in the space of a second or two.
Bumping Stray Shots
Bumps might potentially be used to increase the number of shots in a burst that hit, and may also be used to bump between unintended targets. Rules as yet to come.
Initiative
One section of the action cards that has been mentioned, but not discussed, is initiative. The initiative key and bar are located on the left side of the card. Unlike many of the entries previously discussed on this page, the initiative section requires a full rules explanation to fully understand the usage. Therefore, the initiative chapter is integrated with an action card based tutorial: Future_Imperfect_-_Initiative_and_Action_Speeds
Card Deck
A set of the cards is available in jpg format here: https://www.dropbox.com/s/cao1a1la2euq43h/5.3.zip?dl=0