3.1 Introduction
Creating your character or assembling your units is an essential step in beginning your journey in
Infinite Frontiers. This section provides straightforward guidelines for building characters and units that fit within the gritty sci-fi cyberpunk space opera setting of the game. Whether you're preparing for intense tactical combat or deep narrative exploration, this section will help you bring your vision to life with simple and fair mechanics.
3.2 Character Creation Overview
The character creation process in
Infinite Frontiers is designed to be quick and intuitive, allowing you to jump into the action with minimal preparation. Your character will be defined by three primary attributes, a selection of talents, and equipment. This system provides flexibility while maintaining balance across different gameplay modes.
Steps to Create a Character:
- Conceptualize Your Character
- Assign Attribute Points
- Allocate Talent Points
- Calculate Derived Statistics
- Choose Equipment
- Finalize Details
3.3 Step 1: Conceptualize Your Character
Begin by imagining who your character is within the
Infinite Frontiers universe. Consider their background, profession, motivations, and role within the team or story.
Role Examples:
- Mercenary: A hardened soldier for hire.
- Hacker: A tech-savvy individual adept at infiltrating systems.
- Pilot: Skilled at navigating spacecraft or vehicles.
- Street Samurai: A cybernetically enhanced warrior.
- Detective: An investigator unraveling conspiracies.
While detailed backstories and lifepaths can enrich your character, for the purposes of this core rulebook, focus on a general concept to guide your choices.
3.4 Step 2: Assign Attribute Points
Your character's abilities are represented by three primary attributes:
Mind,
Body, and
Spirit.
Attribute Descriptions:
- Mind: Intelligence, perception, technical aptitude, and problem-solving abilities.
- Body: Physical strength, endurance, agility, and combat prowess.
- Spirit: Willpower, charisma, resolve, and mental fortitude.
Point Allocation:
- Starting Points: You have 10 points to distribute among the three attributes.
- Attribute Range: Each attribute must have a minimum of 1 and a maximum of 5.
- Guidelines:
- Balanced Characters: Distribute points evenly for versatility.
- Specialized Characters: Focus on one or two attributes for specialization.
Example Allocations:
- Balanced Character: Mind: 3, Body: 4, Spirit: 3
- Specialist (Hacker): Mind: 5, Body: 2, Spirit: 3
- Specialist (Combatant): Mind: 2, Body: 5, Spirit: 3
3.5 Step 3: Allocate Talent Points
Talents represent your character's skills and proficiencies. They enhance your abilities in specific areas and are added to your attribute scores when performing related actions.
Available Talent Points:
You have
15 points to allocate to talents.
Talent Limits:
- Talent Level Range: Each talent can have a minimum of 0 and a maximum of 5.
- No Mandatory Talents: You are free to choose any talents that fit your character concept.
Common Talents:
- Combat (Melee)
- Combat (Ranged)
- Stealth
- Hacking
- Engineering
- Piloting
- Medicine
- Negotiation
- Athletics
- Perception
- Survival
- Willpower
Talent Descriptions:
- Combat (Melee)
- Focus: Proficiency in hand-to-hand combat and melee weapons.
- Applications: Attacking with swords, knives, or unarmed strikes.
- Combat (Ranged)
- Focus: Skill with firearms and ranged weaponry.
- Applications: Using pistols, rifles, and other projectile weapons.
- Stealth
- Focus: Ability to move silently and remain unseen.
- Applications: Sneaking past guards, hiding, evading detection.
- Hacking
- Focus: Expertise in infiltrating and manipulating digital systems.
- Applications: Bypassing security, accessing restricted data.
- Engineering
- Focus: Technical skills in mechanics and electronics.
- Applications: Repairing equipment, modifying devices.
- Piloting
- Focus: Skill in operating vehicles and spacecraft.
- Applications: Maneuvering in combat, executing complex navigations.
- Medicine
- Focus: Knowledge of medical procedures and treatments.
- Applications: Healing injuries, stabilizing allies.
- Negotiation
- Focus: Persuasion and social influence.
- Applications: Bartering, diplomacy, interrogations.
- Athletics
- Focus: Physical activities requiring strength and agility.
- Applications: Climbing, running, jumping.
- Perception
- Focus: Awareness of surroundings and keen senses.
- Applications: Spotting hidden threats, noticing details.
- Survival
- Focus: Skills for enduring harsh environments.
- Applications: Finding food and shelter, navigating wilderness.
- Willpower
- Focus: Mental resilience and determination.
- Applications: Resisting fear, enduring mental stress.
Allocating Talent Points:
- Prioritize: Assign higher levels to talents central to your character concept.
- Balance: Consider having at least a level 1 in several talents for versatility.
Example Talent Allocation (Mercenary):
- Combat (Ranged): 4
- Combat (Melee): 3
- Athletics: 2
- Perception: 2
- Survival: 2
- Willpower: 2
3.6 Step 4: Calculate Derived Statistics
Derived statistics are calculated based on your attributes and provide essential information for gameplay.
3.6.1 Health Pool
Total Health: Equal to the sum of your
Mind,
Body, and
Spirit attributes.
Example: If Mind = 3, Body = 4, Spirit = 3, then Total Health = 10.
3.6.2 Action Points (AP)
Initiative Roll: At the start of each round, you roll a
D6 to determine your AP.
Modifiers: Certain talents or equipment may provide modifiers to AP (core rules assume no modifiers).
3.6.3 Armor Rating (AR)
Base AR: Determined by the armor you wear (selected in the equipment step).
Example: Light Armor provides AR 1.
3.7 Step 5: Choose Equipment
Equip your character with weapons, armor, and gear appropriate for their role.
Starting Equipment Guidelines:
- Weapons: Choose up to two weapons.
- Armor: Select one type of armor.
- Gear: Pick up to three pieces of standard equipment.
Weapon Categories:
Melee Weapons
- Knife
- Damage: 2
- Effective Range: Close
- Sword
- Damage: 3
- Effective Range: Close
- Club
- Damage: 2
- Effective Range: Close
Ranged Weapons
- Pistol
- Damage: 2
- Effective Range: Close to Medium
- Rifle
- Damage: 3
- Effective Range: Medium to Long
- Shotgun
- Damage: 3
- Effective Range: Close (special rules may apply)
Armor Options:
- Light Armor
- AR: 1
- Example: Reinforced clothing, light tactical gear
- Medium Armor
- AR: 2
- Example: Combat vest, armored jacket
- Heavy Armor
- AR: 3
- Example: Full body armor, exoskeleton suit (may have mobility penalties)
Standard Gear Examples:
- Medkit: Allows for basic medical treatment.
- Toolkit: Required for engineering tasks.
- Commlink: Personal communication device.
- Hacking Device: Necessary for hacking actions.
- Binoculars: Enhances perception at a distance.
- Flashlight: Illuminates dark areas.
Equipment Notes:
- Weapon Limitations: Ensure your character has the appropriate talents to use selected weapons effectively.
- Gear Utility: Choose gear that complements your talents and anticipated challenges.
3.8 Step 6: Finalize Details
Add the finishing touches to your character to bring them to life.
3.8.1 Personal Details
- Name: Give your character a name.
- Appearance: Describe physical traits like height, build, distinguishing features.
- Personality: Outline key personality traits, motivations, and quirks.
3.8.2 Background Summary
Provide a brief background that explains your character's history and how they fit into the
Infinite Frontiers universe.
- Origins: Where are they from? What is their socioeconomic status?
- Profession: What is their occupation or role?
- Goals: What drives them? What are they seeking?
3.8.3 Relationships
Consider any connections your character may have.
- Allies: Friends, family, colleagues.
- Enemies: Rivals, antagonists, organizations.
3.9 Sample Character Creation
Example: The Hacker "Cipher"
Concept: A skilled hacker who infiltrates corporate networks to expose corruption.
Step 2: Attributes
- Mind: 5
- Body: 2
- Spirit: 3
Step 3: Talents
- Hacking: 5
- Engineering: 3
- Stealth: 3
- Perception: 2
- Willpower: 2
Step 4: Derived Statistics
- Total Health: 10 (Mind 5 + Body 2 + Spirit 3)
Step 5: Equipment
- Weapons: Pistol (Damage 2, Effective Range: Close to Medium)
- Armor: Light Armor (AR 1)
- Gear: Hacking Device, Commlink, Toolkit
Step 6: Finalize Details
- Name: Cipher
- Appearance: Slim build, wears a hooded jacket with augmented reality glasses.
- Personality: Curious, cautious, driven by a desire for justice.
- Background: Grew up in the lower levels of a megacity, self-taught in hacking to survive.
- Goals: Aims to expose corporate secrets and aid the underprivileged.
3.10 Unit Creation for Wargame Mode
For the tabletop wargame mode, units represent groups or individuals on the battlefield. The creation process is similar but streamlined to suit tactical gameplay.
3.10.1 Unit Profiles
Each unit has a profile that includes:
- Unit Type: Infantry, specialists, support units.
- Attributes: Mind, Body, Spirit (simplified as necessary).
- Talents: Relevant skills for combat.
- Equipment: Weapons and armor.
- Special Abilities: Any unique traits or abilities.
3.10.2 Assigning Attributes and Talents
Use predefined templates for standard units to ensure balance and quick setup.
Example Unit Template: Infantry Soldier
- Attributes: Mind: 2, Body: 3, Spirit: 2
- Talents: Combat (Ranged): 3, Athletics: 1
- Equipment: Rifle (Damage 3, Effective Range: Medium to Long), Light Armor (AR 1)
- Special Abilities: None
3.10.3 Customizing Units
- Specialists: Upgrade units with higher talents or specialized equipment.
- Limitations: To maintain balance, restrict the number of elite units in your force.
3.11 Character and Unit Advancement
While detailed advancement rules may be included in optional modules, the core rulebook provides a simple method for character and unit progression.
3.11.1 Earning Experience Points (XP)
- Awarding XP: At the end of sessions or battles, characters or units may earn XP based on achievements.
- Standard Awards: 1-3 XP per session or scenario.
3.11.2 Spending XP
- Increasing Talents: Spend XP equal to the next level to increase a talent (e.g., raising a talent from 2 to 3 costs 3 XP).
- Improving Attributes: Requires GM approval and may cost more XP (e.g., 5 XP per attribute point).
3.11.3 Acquiring New Equipment
- Loot and Rewards: Gain new equipment through gameplay.
- Purchasing: Use in-game currency or resources to acquire items (detailed rules may be in an optional module).
3.12 Conclusion
Character and unit creation in
Infinite Frontiers is designed to be straightforward, allowing you to quickly bring your ideas into the game. By focusing on core attributes, talents, and equipment, you can craft diverse and engaging characters suited to the gritty sci-fi cyberpunk space opera setting.
Remember, the essence of your character comes from how you play them. Use this foundation to develop personalities, stories, and strategies that enrich your gaming experience.
Comments