Character Generation Procedure
The first step in creating a Star Frontiers character is to select a race. There are basically three sectors of space where the races reside: The Frontier, the Rim, and the J’Vaarian Dominion of Sovereignties. The Frontier and the Rim are both one sector of space unified under one government (the Council of Worlds). The Dominion of Sovereignties is a number of small stellar sovereignties allied under the Supreme Directorate. Each stellar sovereignty has their own style of subgovernment.
Advice on choosing a race: It is very important to have a character concept before you get started. Choose the race that best suits your character concept. The behavioral descriptions given in the Dominion of Sovereignties & Additional Races section are intended as guidelines, not restrictions. Don’t take them as anything else. The only true restriction is that it’s up to the GM to judge whether something is out of character for a specific race. If the player can give a reasonable explanation for the reaction, the characteristic could stick.
The optional races are intended to be NPC races, however, the GM may see it fit to allow someone to play one.
|Halogai’||Humma **||Human *||Ifshnit **|
|K’Dasi||Osakars **||Que’Sha||Saurians ***|
|Urtoran||Vrusks *||Wen’tri||Yazirians *|
Optional Independent Races:
* – Basic Core Race
** – Zebulon’s Guide Race
*** – Dragon Magazine Race
With the race chosen, you must write down the racial abilities for the race, but do not calculate anything based on ability scores (i.e. INT, LOG,STA…) until the end. The ability scores will go through several modifications before the final product. Racial Modifiers are one modification and must be remembered after rolling ability scores. Movement Rating for each race is given below .
Racial Abilities: Most races have racial abilities, which a represented by special abilities or special skills. Any skill received through Racial Abilities cost Professional to advance. Any discipline received through Racial Abilities, treat as a Mentalist Discipline for advancement purposes.
The second step is to determine ability scores by one of two ways: Rolling or Points
ROLLING: Rolling five (5) times on a d100 roll, calculating the Base Score by the following scale. Take the four (4) highest or which ever four you prefer. These will be allocated as your Base ability score pairs (STR/STA; DEX/RS; INT/LOG; PER/LDR). Distribute them in any way you prefer. Example: A person rolled the following: 78, 56, 40, 39, 98; which translates respectively to: 55, 50, 45, 45, 70. The player drops one 45, and then wants to allocate his highest roll to STR/STA (strength & stamina), resulting in a 70/70 base score pair for STR/STA. He does the same for the rest of his ability scores resulting in scores of DEX/RS: 55/55, INT/LOG: 45/45, PER/LDR: 50/50. The two values for each ability can be modified to an unequal state later.
Base Ability Score Table
|Dice Roll||Base Score|
POINTS: The player has 190 point to divide among the Ability Score pairs. Apply one number to the pair, like in Rolling. No score can be greater than 75, or less than 25.
Once the ability scores are determined by either method, do the following:
Use the table for Ability Score Modifiers. Example: In the previous example, the player allocated 70/70 to his STR/STA, and had previously chosen a Urtoran as his character’s race. This race gives him a +30 on STR/STA, which in turn results in 100/100 for the STR/STA score. This is the highest normal ability scores can go. Although it is permissible to initially (during character generation) to go above 100, it is not permissible to advance it any further without special GM permission. The Maximum Ability Scores can be 100 or 100 + Racial Modifier, which ever is higher.
Finally, the player can subtract up 10 points from one side of an ability pair to add it to the other. Example: The Urtorann player transfers 8 points from RS and adds it to DEX getting RS/DEX: 63/47.
Ability Score Modifiers
Base Movement Ratings **
|RACE||WALK (m/Turn)||RUN (m/turn)||HOURLY (km/Hour)|
** See new Movement rules – “JetBoots, Don’t fail me now”
- Third Step: Calculate the following values:
- Punching Score: PS = STR/10 round up.
- Initiative Modifier: IM = RS/10 round up
- Dexterity Modifier: table below
- Throwing = (STR + DEX)/4 in meters
Ability Column Shift Modifier
|30 or below||-2 CS|
|60 and above||+1 CS|
NOTE: Other ability modifiers may be necessary later, such as INT modifier (ITM), which are calculated the same way as DM.
Finally money and skills must be determined. Money (in Credits) is usually determined by a d100 x 15 roll, unless the GM prefers otherwise. Consult the GM, just in case you are not sure.
Skills are determined after a profession has been chosen. See the Profession & Skills section for that.
For the original races, refer to Star Frontiers Alpha Dawn Rules or the Zebulon’s Guide to Frontier Space. Go to the Star Frontiers Netbook for a complete copy of the original rules.