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Creating a Character

Creating a character is a simple process in FutureSide. The first step is to determine


your general competency rating, or GCR. This is the amount of XP you will begin the game with
and, thus, the amount of Skill Points (SP) you are allowed to spend immediately on skills.
Currently, there are 3 GCR Tiers.

Tier I: 3,600 SP
Tier II: 6,400 SP
Tier III: 7,500 SP

As a Tier I character, you will only be able to select the most basic level of of skills and
won’t be able to specialize just yet. Don’t worry, you’ll soon be able to become the character
you’ve always dreamed of. A Tier II character has many more options for specialization, and
the uniqueness of that character is just developing. As a Tier III character you have almost
limitless freedom to be whatever you want, as you will have access to almost all of the abilities
available.
After you have chosen your Tier and have selected your skills its time to add up your
modifiers and add them to your base stats. The Base stats for a human are listed here.

Movement Speed: 20 feet (4 inches)


Defense (Front/Back): 10/5
Aim (accuracy): No Bonus
Health: 3d12 + 0
Weight Carried: 0lb.

Once all of these modifiers have been written down on a sheet of paper (IN PENCIL) it’s
time to equip items. Items grant additional bonuses to these stats and are valuable assets to
adventurers. After you have determined all of your stats, it’s time to begin your adventures on
the Far Side.

The final step is to roll your Strength and Perception Attributes. These are added to
rolls that determine the success or failure of certain actions. Strength, for example, is used
for things like melee combat and jumping over gaps. Perception is used for noticing things and
for judging distances. Both of these scores are determined by rolling 2d6.

Strength is increased with the Iron Will skill and Perception by the Spacial Awareness
skill.
Example Items

Weapons
The following represent example weapons that a character might run into on their
travels. The information below is delivered as the standard for all equipment.
The following is the standard for weapons.
Rounds per shot represents the number of shots fired per attack.
Damage per round is the die rolled for each round fired or volley
Weapon Name fired.
Level and Type
Capacity
Rounds per shot
Damage per round
Range
Hardpoints

Glock M41 Biggs Assault Rifle


Level I Sidearm Level I Assault
Capacity 22 Capacity 50
1 Round per shot 10 Rounds per Volley
1d6 damage per round 1d8 damage per volley
30ft Range 25ft Range
0 Hardpoints 1 Hardpoint

Clipper FN P90
Level I Sidearm Level I Assault
Capacity 15 Capacity 50
2 rounds per shot 10 Rounds per Volley
1d6 damage per round 1d8 damage per volley
30ft Range 30ft Range
1 Hardpoint 2 Hardpoint

Pt145 Naval Edition Kestler Plasma Carbine


Level I Sidearm Level I Long Range
Capacity 16 Capacity 10
1 round per shot 1 Round per shot
1d6 damage per round 1d10 damage per volley
30ft Range 50ft Range, 10ft
2 Hardpoints minimum
0 Hardpoints

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