14. Advanced Character Creation


TeraCom Security Bootcamp Lesson 4


Living Spaces, Safehouses & Resting
At some point in the early game, all players should be able to acquire their own living area. Typical living spaces will be found in every major city or settlement. These are places where PCs can safely rest and store extra gear. There is no specific build set for living spaces. They can range from high rise apartments to hell-hole hotels, and everything in between. Housing cost and acquisition is up to the GM.

When a Player Character rests in a permanent or temporary living space, HP is restored and non-critical injuries are healed. It can be assumed that most living spaces would have a first aid kit on hand to handle bleeding, burns, acute radiation and poison. Resting to heal can only be done in a permanent or temporary living space. Campsites and some vehicles can be considered temporary living spaces. Some moves and abilities may circumvent this rule such as a Waster’s natural ability.


Eating
Food can also be used to heal and restore HP. Outside of combat, characters can have a meal that will restore moderate amounts HP. Food will only restore minor wounds and cannot heal severe injuries like broken bones or internal bleeding. Food is typically gathered from fast-food spots and dinners for a fee. Meals can also be prepared in living spaces for no cost. Food and household items are factored into housing costs for temporary and permanent living spaces.


Companions & Pets
Over time, Player Characters will develop lasting relationship with NPCs or gain moves, abilities, or perks that will grant them designated companions. Companions do not typically have any special moves but do have access to gear and weapons. All companions start with a base HP of 20 and can carry a few items.
If a PC loses favor with their companions, the GM may take control of the companion and have them act independently until favor is regained. Unless seriously disgruntled, companions are controlled by the player.

Pets function the same as humanoid companions aside from a few small differences. Pets start with a base HP of 10 and cannot hold any items unless trained. Pets can be adopted, raised, or tamed naturally by characters with certain Trades.


Vehicles
The streets and freeways that run across the cities and wastelands are rife with high-octane fuel injected fury and metal twisting deathtraps. Cars, trucks, and improvised military vehicles are abundant. In places with no centralized police force, any type of vehicle can be acquired easily by those with the right set of skills.

When a player gets a vehicle, the vehicle’s stats are predetermined and available on a separate “vehicle Sheet”. Each vehicle has its own stats. Vehicles can be created by the GM or selected from a list of pre-made Vehicle Sheets. In some cases, Players will be able to create their own custom vehicles.

To create a custom vehicle, select the appropriate vehicle type. Choose the Vehicle Frame or Body Style, and applicable Modifiers or Equipment. Then add any necessary traits and downsides.

Traits and downsides are chosen by the GM to balance vehicle acquisition and should fit the situations at hand. For example, a Car Jacker has access to a variety of vehicles from the start of the game. Those vehicles are subject to unwanted downsides and are automatically given the (*illegal) tag until they are upgraded or modified. Vehicles can be modified by certain Trades or taken to those who can do the work for a fee.