The Energy System, Jump Temp and Character Creation

When putting together Jump Temp character creation and looking at space opera fiction, I felt that most characters showed a kind of specialization. They have something they’re good at, a job or proficiency that make them useful. This often means that they are not very good at other types of tasks.

The question was raised at DriveThruRPG about the cost of adding traits and equipment to an Augment character. Augments are very good at the thing they’re augmented to do. Even without any added equipment or traits they’re formidable characters.

We had one Augment that had a Strong attribute which he used to stop a car. We had one Augment with a Tough attribute that carried around a grenade. In a bad situation he would just pull the pin hold it in his hand and he could shrug off the damage.

They will often wear out if they’re trying to do things like figure out technical problems. We did have an augment that had an Intelligent attribute and he was very good at technical tests but had a hard time in survival situations.

If a more versatile character is desirable, then the Augment specialty might not be the best choice. Going with another specialty, possibly the Survivalist, and then adding the desired traits and equipment might be more along the lines of what the player wants.

If the GM is agreeable, a character that wants something very specific can simply start out with 10d of energy and then build their character from scratch.

 

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