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* Attributes
 
* Attributes
** Balanced expenditure 20-40 points on mundane attributes, 30-60 points on special/posthuman attributes.
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** Balanced expenditure 20-40 points on mundane attributes, 25-60 points on special/posthuman attributes.
 
** The following attributes from the Tri-Stat core are normally excluded from Ex Machina: ''Animal Summon/Control; ACV Knockback; Combination Attack; Computer Scanning; Damage Absorption; Damage Conversion; Duplicate; Energy Bonus; Exorcism; Force Field; Grow; Immovable; Immunity; Insubstantial; Mass Increase; Own a Big Mecha; Plant Control; Pocket Dimension; Projection; Shrink; Special Attack Abilities: Drain Energy, Knockback, Penetrating (Force Field), Quake, Vampiric; Special Attack Disabilities: Drop Shields, Uses Energy; Swarm, Telekinesis; Teleport; Transmutation; Tunneling; Unknown Superhuman Power.''  It is possible to use one or more of these powers with permission from the GM, if properly justified.
 
** The following attributes from the Tri-Stat core are normally excluded from Ex Machina: ''Animal Summon/Control; ACV Knockback; Combination Attack; Computer Scanning; Damage Absorption; Damage Conversion; Duplicate; Energy Bonus; Exorcism; Force Field; Grow; Immovable; Immunity; Insubstantial; Mass Increase; Own a Big Mecha; Plant Control; Pocket Dimension; Projection; Shrink; Special Attack Abilities: Drain Energy, Knockback, Penetrating (Force Field), Quake, Vampiric; Special Attack Disabilities: Drop Shields, Uses Energy; Swarm, Telekinesis; Teleport; Transmutation; Tunneling; Unknown Superhuman Power.''  It is possible to use one or more of these powers with permission from the GM, if properly justified.
  
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** 30 Skill points, plus any purchased via the Highly Skilled attribute.
 
** 30 Skill points, plus any purchased via the Highly Skilled attribute.
 
** Skill level costs are listed on page 69 of ''Ex Machina''.
 
** Skill level costs are listed on page 69 of ''Ex Machina''.
 
 
==Thematic Batteries==
 
'''IMPORTANT NOTE:'''  The idea of “thematic batteries” is lifted wholesale from [http://kallistipress.com/?q=node/9 Full Light, Full Steam], Joshua BishopRoby’s excellent game of Victorian space opera.  The use of it in this game and on this wiki is not intended to claim ownership of the idea, but rather to pay homage and acknowledge Joshua’s excellent design.
 
 
 
A thematic battery is a word or phrase which describes an aspect of the character’s personality, place in society, or role in the unfolding story.  In order to be useful, a thematic battery must be a trait that can be both good and bad.  You are always in control of your character’s thematic batteries.  During play, you may elect to take a handicap to “charge” your thematic battery.
 
 
 
Each character gets two thematic batteries, and each battery may hold up to three charges at one time.  Players are expected to roleplay the qualities of their given thematic batteries even when they are not being used to assign bonuses or penalties.  A character who consistently acts contrary to one or more of his/her thematic batteries may be asked to change it to something more in line with the character’s general actions.  As the name suggests, thematic batteries should be strongly respresentative of the primary themes for your character.  The GM will view your thematic batteries as a primary factor when determining stories and events in the game, so be sure that the batteries you choose are truly events/characteristics/issues that you wish to explore long-term in the game.
 
 
 
'''Charging Thematic Batteries:'''  When you are called on to make a roll and you feel your Thematic Battery is applicable to the situation, you may elect to charge your thematic battery by taking a penalty on the roll.  For each “charge” added to the battery, you take a +3 difficulty penalty on the roll in question.  Also, any critical failure that occurs on a roll related to your thematic battery, whether you chose it as a "charge" roll or not, automatically charges the appropriate thematic battery by 1.  If you have multiple thematic batteries that could apply, you must choose only one to which to apply the charge.  Charging a thematic battery does not make a roll a "critical failure", even if it pushes your roll total to 16 or higher.  Only naturally rolls of 16 (both dice coming up as 8s) count as critical failures.  Charges must be declared before the roll is made.
 
 
 
'''Discharging Thematic Batteries:'''  Stored thematic charges may be used to improve rolls in a given situation.  When called upon to make a roll appropriate to one of your thematic batteries, you may elect to add a -2 to your roll per charge spent.  If you have a fully-charged thematic battery, you may also choose to discharge all three charges at once in order to re-roll a given roll, instead of adding -6 to it.  You cannot mix and match charges from different batteries for this purpose; only a single battery with three full charges can allow a re-roll.  Discharges may be declared after a roll is made.
 
 
 
'''Example Thematic Batteries:'''
 
 
 
* Street Punk
 
 
You are a product of the mean streets, alienated from general society by poverty and a dismissal of societal norms.
 
 
'''Charge by taking penalties on…''' Social interactions with authorities or members of upper-crust society, interaction with high technology that has not yet trickled down to street level, trying to be blend into an area where “your kind” wouldn’t normally be welcome.
 
 
'''Discharge to add a bonus to…''' Social interactions with misfits, outcasts, and other street denizens, attacks made unarmed or with low-tech weapons, hiding or going to ground in a dangerous or poverty-stricken area.
 
 
 
* Nose in a Book
 
 
Your mind is brilliant but constantly distracted by the ideas and thoughts that run through it.
 
 
'''Charge by taking penalties on…''' Noticing clues or activities going on around you, any social interaction, the obvious answer to a given question.
 
 
'''Discharge to add a bonus to…''' Providing esoteric or complex information or solutions to a given problem, figuring out a puzzle or unfamiliar piece of technology, impress someone with your brilliance in a social situation.
 
 
 
* Luddite
 
 
You believe mankind has become too dependent on technology to do things for him and therefore eschew it as much as possible in favor of doing things yourself.
 
 
'''Charge by taking penalties on…''' Any interaction with technology, social situations with people who find your beliefs quaint or silly, using a firearm or other high-tech weapon.
 
 
'''Discharge to add a bonus to…''' Any situation requiring self-reliance, use of antiquated tools or resources, an unarmed attack or defense.
 
 
 
* Supporting Character
 
 
You prefer to play a secondary role in most events, helping out and backing up someone else without making your character the center of attention.
 
 
'''Charge by taking penalties on...''' Any action for which you will receive praise or primary credit, any action where you are the primary focus, any action that only you are equipped to perform
 
 
'''Discharge to add a bonsu to...''' Any action you will not receive credit for, any action done to help/support another character, any action that makes someone else look good
 
  
  
 
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[[Future Imperfect]]
 
[[Future Imperfect]]

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