Looking at it mechanically, every character has between three and four Impulses. Those impulses are directly linked with the bonus to the mechanical stats: +2 if a character act according to the impulse, -2 if the character act contrary to the impulse.

There are different types of impulses:
- human impulses: those are typical, ordinary impulses which different people can have. For example “fierce” or “idealist”.
- state impulses: those are usually temporary, or they are not a part of the character but a contextual part of the state applied to the character. For example “fugitive” or “addicted”.
- inhuman impulses: those are connected to the nonhuman entities which scour the world. For example “kraloth” or “predator”.
- Role-based impulses: those are usually connected to the type of role a character has or a job character possesses. For example, “orderly” or “manager”.
- Inhuman role-based impulses: those are the functions and the rules of the nonhuman entities. For example, “trap” or “corrupting suicide”. This allows one to make “enemies” more varied and gives them more purpose.

Human characters can have between three and five impulses. Those need to come from human impulses (2-3), state impulses (0-2), role-based impulses (0-2). In the course of campaign human characters can get more of those, but for the mission generation let us stand with this.

Every impulse possesses not less than 5 moves. Each move is connected to at least one resource. Move is not only a thing the character does; move is also something which happens to the character.

Related reading:

160710 - Mission generation, impulses, compound entities
160103 - How to generate missions with: Phases, Dark Future, Resources, Archetypes (replace "Archetypes" by "Impulses")
Mechanika surowców

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