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 a Hero you can enjoy for the long haul.
1. Concept
2. Traits
3. Skills
4. Edges & Flaws
5. Race
6. Impetus
7. Background
8. Gear
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? Interacting with the other Heroes will be the cornerstone of every game session.
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 |
d4 | Below Average | 0 | I | 4 |
d6 | Average | 1 | II | 6 |
d8 | Good | 2 | III | 8 |
d10 | Excellent | 3 | IV | 10 |
d12 | Amazing | 5 | V | 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 that are thrown 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 VI+. 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.
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. The default is 6, unless you have an appropriate edge this will be your size.
Willpower
Willpower is your resistance level to psychological effects. Think of it as you psychological size. Willpower is determined by the column of your Presence. Those with a I Presence have a Willpower of 5, II-III are 6 and IV-V are 7.
Stress
Stress is the measure of your character's mental wherewithal. A character who is reduced to 0 Stress is worn out. Stress is equal to Presence Value + Essence Value.
Nerve
Nerve is your character's defense versus fear and compulsion. It is figured as 3+Bravery level.
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 through experience.
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.
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,<--possibly remove 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.
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 the species, the second is the specific race. You can find more on races in Chapter XX: Populating the Universe.
In Frank Herbert’s Dune, the humanoid inhabitants of Arrakis are called Fremen. Their species is Humanoid, their specific race is Fremen.
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.
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.
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.