The West That Wasnt - Character Generation

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Character Generation

In Past Participle (The old-west themed, pre-alpha playtest version of Future Imperfect), each player will create a character to play in the game. Players will use a point-build system to create their characters, and use their character points to purchase Traits, Skills and Edges for their characters. With these bits of accounting and game mechanics in the bag, it is then up to the players to supply their character with as intricate a history and personality as they desire.


Characters are built on 125 points, though this starting number can be increased or decreased if the Master chooses to alter the beginning competency of the characters.


Traits

There are 8 primary Traits in PP; 4 “corporeal” Traits and 4 “intangible.” These form the basis of the range of physical, perceptive and intellectual capabilities of a character. Each Trait has a rank from 1 to 5, with each rank being labelled as one of the standard polyhedral game die types from d4 (rank 1) to d12 (rank 5). Traits are used to determine what “die type” is used when generating a random number while performing skill checks and the like during play. In addition to the “die type,” each Trait will have a training value. The default is 1, but this can be increased through the purchase of training levels (see the Skills section for more information). The training level of a Trait represents the number of “dice” used when making checks using the Trait by itself. Scare quotes are used here around mention of dice because Past Participle uses a deck of Action Cards in lieu of dice, so no dice need be rolled during the game. Action cards and their use are explained in full in chapter XX, Action Cards.

Traits determine certain parameters of each character, such as how much one can lift, how far one can move in combat, how psychologically tough the character is or how much punishment they can take before they are knocked out, to name a few examples. Along with the primary 8 Traits that you spend points to assign, there are 7 derived attributes that are based on these.

Corporeal Traits

The corporeal traits relate to the physical body of the character. What can he do? How well does he interact with the physical world at large? Corporeal traits are easily measured or quantified.

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).

Intangible Traits

Those traits deemed intangible are much more difficult to measure. They constitute processes which are largely invisible to normal senses (or the senses themselves!)

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 world 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 for mystical abilities.

Trait Cost

Rank Cost
1 (d4) 1
2 (d6) 3
3 (d8) 6
4 (d10) 10
5 (d12) 15

Derived Attributes

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. To determine CT, add the value of the die type of the character’s Fortitude and Essence Traits. A character with rank 3 (d8) Fortitude and rank 2 (d6) Essence would have a CT of 14 (8+6).

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.

Stress

Stress is the measure of your character's mental wherewithal, and is used like CT against psychological attacks. A character who is reduced to zero Stress is worn out. Stress is equal to the die type values of Presence + Essence. More on psychological attacks and stress in chapter XX.

Size

Size is the measure of how easily wounds are dealt to your character. When assessing damage, you will take one wound per multiple of your size that is dealt in damage effect. To determine size, add the rank for the character’s strength and fortitude. Most characters will have a size of 6, but for those that don’t, it should be clear why they are more fragile or sturdy.

Strength + Fortitude Size
2-3 5
4-8 6
9-10 7

Willpower

Willpower is your resistance to psychological effects in verbal or social engagements. It can be compared to the Size Attribute, above, but used against a different type of damage. Willpower is determined by the character’s Presence and Knowledge Traits. Most characters will have a willpower of 6.

Presence + Knowledge Willpower
2-3 5
4-8 6
9-10 7

Nerve

Nerve is your character’s defense against fear, compulsion and other psychological attacks. How it is derived will be determined when the section on Social Combat is complete.

Dodge

This derived attribute determines how well a character can spot incoming attacks and how quickly they can move to avoid them. When a character takes a dodge action in combat, their dodge attribute is added to the TN of all attackers. Dodge is 2 by default. The dodge attribute is decreased by 1 if the character has a d4 in either acuity or reflexes. If the character has a d12 in acuity or reflexes, the dodge attribute is increased by 1, or by 2 if they have a d12 in both.

Rate

This determines how far the character can move on foot in one action round. Rate is equal to the die type of the character's Dexterity trait in paces per turn.

Skills

Skills determine the specific abilities and knowledge a character possesses. Skills are ranked from level 1 to 5. When using a skill, determine the associated Trait being used (more on this in chapter XX: Skills). This will determine which column you refer to on the cause table of the action card. The level of the skill determines the row within that column you would refer to. So, if the Trait being used had a value of d8 and the skill being used was level 4, you would refer to the cell of the table in the d8 column in the fourth row. You can also use any result from the cells higher on the table, so you could use the results from the 1d8, 2d8 or 3d8 cells, as well. This allows each action card to represent 25 different possible Trait/Skill level combinations in the flip of a single card, covering the possible result from least proficient (1d4) to the best (5d12).

Skills are purchased with character points according to the following table:

Skill Level Cost
1 1
2 3
3 6
4 10
5* 15

*Skills at level 5 may not be purchased during character creation, but skills can be improved to level 5 during gameplay.

Untrained Skill Use

Sometimes a character will be called upon to use a skill they have no training with, or they may try to muddle through a task, hoping their natural abilities will carry them to success. In these cases, use the character’s associated Trait and substitute their training level with that Trait for skill level to determine which row you use. “Great!” you say. “My character has 2d-whatever with every Dexterity-based skill he uses. Why should I buy a weapon skill at level 1?” If using a skill untrained, you must halve the result from the cell referenced, rounding down. Also, you may not use the numbers in the cells above the referenced one; that is a benefit of proper training.

Skill Specializations

Some skills have associated specializations. These can be purchased for 3 character points each. When using the specialization for a skill, if the skill roll succeeds, the player earns one free Bump. (For more on Bumps, see Chapter XX: Skills)

Edges

Edges come in two flavors: Rough and Sharp. Rough edges are a character’s weaknesses, foibles, peculiarities or flaws. Sharp edges are benefits or talents that a character might have due to such things as his upbringing, training, or habits. Edges can be used to put some roleplaying “polish” on a character, to help define what kind of character he or she is by allowing the player to define some things about them. Mechanically, edges all follow the same guidelines, but they allow players a chance to put some spin on how they benefit their character during play.

Rough Edges

Rough edges can be voluntarily invoked by the player during the game before a card is drawn to resolve an action. Rough edges incur a -2 penalty to the task at hand, and if the task fails due to the rough edge, the player earns an experience point the first time one of their Rough Edges are used during the session. Future XP earned by that character go into the group XP pool to be split among all the characters. When appropriate, the Master can also invoke a character’s rough edge to turn a success into a failure after the card is drawn to resolve the action. This puts an XP in the group pool if they accept the failure, but they can pay an XP to override this invocation of their rough edge. Paying an XP to prevent this, allows a character to earn another personal XP from a rough edge later on in the session. When a player (or the Judge) invokes a rough edge to earn an XP, this is considered one "use."

Rough edges cost 1 character point for each time they can be invoked during a game session. They have a cost (albeit a low one) because they can be used as a means of obtaining XP, and they have a limited number of uses to prevent the player from flooding gameplay with their use in order to gain XP without limit (and also to prevent the Master from hammering a character with a rough edge).

Sharp Edges

Sharp edges can be invoked by the player to increase the cause or the effect of any check. Regardless of what the edge is named, it can be used to affect any check the character is called upon to make. Of course, players are encouraged to use their edges for tasks that seem appropriate based on how they defined them, but this is not required. The fact is, the players are paying character points for an advantage, and they should be allowed to use them. If they find a way to fit it seamlessly into the story, then more power to them! The story hopefully benefits for their clever ideas. If the player just needs a little boost, then the edge is just a mechanical advantage. Not as memorable, roleplaying-wise, but it gets the job done.

Sharp edges are purchased with a magnitude and a frequency. The magnitude determines the level of the bonus, and has 3 tiers. For adding to the cause (to determine whether a check is successful), the bonus ranges from +1 to +3. When adding to the effect, the bonus is +3, +6 or +9. Only one sharp edge can be utilized to affect a single check. Normally, the edge can only benefit the cause or the effect, but edges may be purchased with dual activation, and can grant a bonus to both results for the same check. Frequency is how many times the edge can be used each game session.

The cost for a sharp edge is shown on the following table:

+1/+3 +2/+5 +3/+8
x1 1/2 2/3 3/5
x2 2/4 4/6 6/10
x3 3/6 6/9 9/15
x4 4/8 8/12 12/20
x5 5/10 10/15 15/25
  • The number after the “/” indicates the cost for an edge of that magnitude with that frequency with dual activation.

Special Edges (Optional)

Some sharp edges can be used to improve derived Attributes beyond what would be indicated by the values of the primary attributes alone. These edges have special costs.

  • Ambidextrous: No/reduced (-2) off-hand penalty. Cost: 20/10
  • Bonus Move: +1/2/3 Cost: 2/4/6 for running, 3/6/9 for swim/climbing
  • Bedouin: +2 Resistance to Heat-based/Desert environment scene attributes. Cost: 3
  • Circular Logic: Gain +1 Penetration value to Fast Talk attacks and +1 Armor Value against Argument attacks. Cost: 6
  • Concussion Threshold: +1/2/3 Cost: 3/6/9
  • Danger Sense: Bonus of +2 to Acuity checks to determine surprise Cost: 4
  • Deadeye: Penalty for aimed shots is reduced by 1. Cost: 8
  • Dodge: +1 Cost: 25
  • Dual-wield: Combatant only takes a -2 penalty to his off-hand attack, or attack of his choice if he is also ambidextrous, or no penalty to either attack. Cost: 10/20
  • Drunken Master: When drunk, reduce Acuity, Knowledge and Dexterity (for all non-HTH checks) by one die type. Increase Strength and Dexterity for HTH checks only by one die type. Drunkenness lasts a minimum of one scene.
Cost: 10
  • Follow-Through: Shock save from any unarmed damage you deal is made at a +1 TN. Cost: 5
  • Liquid Courage: When drunk, reduce Acuity, Knowledge and Dexterity by one die type. Increase Essence and Fortitude for bravery and shock checks only by one die type. Drunkenness lasts a minimum of one scene. Cost: 8
  • Nerve: TBD
  • Nerves of Steel: Ignore the first shot fired at you when determining cover fire. Cost: 4
  • One Hell of a Horse: With a sharp whistle, your horse will come running to your side at full speed, if it is within earshot. Requires a horse and the ability to whistle. Cost: 3
  • Sherpa: +2 Resistance to cold-based/mountain environment scene attributes. Cost: 3
  • Size/Willpower 6 to 7: Cost: 15*
  • Size/Willpower 7 to 8: Cost: 25*
  • Stress: +1/2/3 Cost: 3/6/9
  • The Stare: Gain +1 Penetration value to Intimidation attacks and +1 Armor Value against Persuasion attacks. Cost: 6
  • Tough as Nails: Reduce CT damage from each attack by 1 to a minimum of 1. Cost: 10
  • Wealth: Each level grants a normal income of $10 per week. Character starts with 10 x weekly income in addition to the normal starting cash ($125) Cost: 2/4/6/8/10
  • Windfall: Character starts out with a bit of extra money (as Wealth, above), but no regular income. Cost: 1/2/3/4/5

*Size or Willpower may not be increased if the starting value is 5

Finishing Touches

After figuring out the nuts and bolts of the numbers that define your character and their abilities, you must decide on a bunch of other stuff that defines who your character is. Gotta have a name, of course. A gender. You'll want to figure out what kind of personality your character has. You may have considered this already, and chose your Traits, Skills and Edges based on that. You might have crunched the numbers first, and prefer to figure out what kind of a person would have the qualities you have chosen. You might blend the two methods. You should also have some kind of idea of your character's history, and where they came from. Depending on the story being crafted by the Judge, he may have some input or suggestions, so communication and collaboration is highly encouraged. Lastly, since the Judge is responsible for throwing a story your way that ought to entice your character to get involved in it, you will need to determine a few things that motivate your character into action. Each of these is called an impetus.

There are three different types of impetus: Crew (or whatever group-name you choose for your setting), general and specific. The crew impetus is one that is shared by all the characters, and should be the same, or nearly so. The characters in the crew should be on the same side, and share some of the same views of the world; if characters were too diametrically opposed (one black hat in the middle of a posse of white hats, for example), it is likely that those types would not have stayed within the ranks of the group by this time. To determine a crew impetus, the players should all decide a common ideal or goal that all their characters share or could support. A general impetus could be considered a "code of conduct," or a considerable aspect of the character's personality or how they behave. A specific impetus is more like a set of values or a driving goal. Impetus is important because it helps your characters when they are partaking in actions that ought to be of particular interest to them:

  • Crew Impetus: Whenever you fail a task when working toward your crew impetus, you add 1 XP to the group XP pool. Failure helps the group to grow and learn (and not be so sore if things don't always go their way!)
  • General Impetus: When attempting a task that directly relates to your general impetus, it can be invoked to reduce the target TN by 1. This makes tasks that are of personal importance to your character a bit easier.
  • Specific Impetus: When invoking this impetus, you generate bumps for every 3 points your cause result exceeds the TN instead of every 4. This makes it easier to do things with style or added effect, or accomplish them in an impressive way.

Once you have these details figured out, note down that your character starts with $125 (plus any extra from the edges Wealth and/or Windfall), reference the chapter on Gear and outfit your character. You should now be ready to play!