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Character Creation.

Posted by GM HeathFor group 0
GM Heath
GM, 7 posts
Thu 2 Sep 2004
at 02:51
  • msg #1

Character Creation

How to Create A Character -- Summary

1. These are your basic attributes:

STR/STA: ____ / ____
DEX/RS:  ____ / ____
INT/LOG: ____ / ____
PER/LDR: ____ / ____


2.  First, take a total of 200 points and spread them out to choose the desired level.  This is done by Ability PAIR.  You may have no lower than 30 and no higher than 70 for each pair.  This will be your base starting score.

3.  Each ability has the following meaning:

Strength is a measure of how strong the character is. A character with a low Strength score is scrawny and weak. A character with a high Strength score is very strong. A character with a Strength score of 100 may be one of the strongest characters on that planet. Strength is a physical ability score and is often abbreviated STR within these rules.

Stamina measures a character's physical fitness and general health. A character with low stamina will get tired easily and will be prone to injury and
disease. A character with high Stamina could work hard all day without getting tired, and might never be sick a day in his life. Stamina also measures how badly a character can be wounded before he passes out or dies. Stamina is a physical ability score and is often abbreviated STA within these rules.

Dexterity measures a character's coordination. Character's with low Dexterity scores are clumsy, while characters with high Dexterity scores are very agile. Dexterity is very important in combat.

Reaction Speed measures the quickness of a character's reflexes. If a character with a low Reaction Speed is attacked suddenly, he probably will fumble with his weapon and react slowly. A character with a high Reaction Speed could draw and fire a weapon quickly, jump out of the way of falling boulders, etc.

Initiative is not really an ability, but a character's Initiative modifier is important. It is equal to the character's Reaction Speed divided by 10, and is used to determine which character acts first in a fight.

Intuition measures a character's alertness and ability to draw conclusions from what seem to be unrelated facts. Characters with high Intuition scores are more likely to solve problems by having hunches or making guesses than by carefully considering all the evidence.

Logic is a character's ability to solve problems in an orderly, step-by-step way. It is the opposite of Intuition. Characters with high Logic scores make good scientists and computer experts.

Personality measures how well a character gets along with other intelligent beings. Characters with high Personality scores are friendly, pleasant and persuasive, while those with low scores may be grouchy and hard to get along with.

Leadership measures a character's ability to give orders that other people will understand and obey. It also measures how willing other people will be to work for the character, take his advice or follow him into a dangerous situation

3. Decide which race you want your character to be. Add or subtract the appropriate modifiers from the Ability Modifier Table.

Dralasite +5 Str/Sta, -5 Dex/RS
Human No Modifiers
Humma +10 Str/Sta, -10 Per/Ldr
Ifshnit -5 Str/Sta, +5 Int/Log
Osakar +5 Str/Sta, +5 Dex/RS, -10 Per/Ldr
Saurian* +10 Str/Sta, -10 Dex/RS
S'Sessu* +10 Int/Log, -10 Per/Ldr
Vrusk -5 Str/Sta, +5 Dex/RS
Yazirian -10 Str/Sta, +5 Dex/RS, +5 Int/Log
Zethra* -5 Str/Sta, +5 Dex/RS, +5 Int/Log, -5 Per/Ldr

4. If the character is a Human, the player can add 5 points to any one ability score. These points apply to only one ability, not to both abilities in a pair.

5. Divide a character's Reaction Speed score by 10.  If the result is a fraction, round up.  The final result is the character's initiative modifier (IM).

Choose your handedness if you are not a Vrusk (Vrusk are ambidextrous) or Dralasite (although you must generate a 'dominant' limb).

Determine your sex unless you are an Osakar (which are always considered female), Dralasite (which are female at one point, neuter at another, and male at another - choose which one you start at), Zethra (who are hermaphroditic), or Humma (who are female until they bear their first child, then turn male until old age at which point they become neuter - choose which one you start at)

6. Non-human characters have special abilities that should be noted on the character sheet. These special abililles are listed below. For more details, see the descriptions of the various races.

Examples:
Dralasites: Lie Detection (5%), Elasticity
Vrusk: Comprehension (15%), Ambidexterity
Yazirians: Battle Rage (5%), Gliding, Night Vision

8. Money:  You begin with credits equal to 2 times your your Personality Score PLUS 2 times your Leadership Score PLUS your Reaction Speed Score PLUS your Logic Score.  The character can spend this money immediately on equipment, or save some of it until later in the game. Equipment prices are listed in the section on EQUIPMENT. To keep things simple, new characters can buy a standard equipment pack from the Basic Game for 250 Cr.

9. Skills:  You begin with 30 XP that may be used to purchase skills (or saved).

10. Professions:  We are not using professions at this point in the campaign.
This message was last edited by the GM at 19:32, Mon 20 May 2013.
GM Heath
GM, 43 posts
Mon 11 Oct 2004
at 00:05
  • msg #2

Re: Character Creation

Although I plan to run through classic modules, starting with Volturnus, I will be making several changes to speed up the game.  I also want to give it more depth.

To add depth, I want to incorporate background.  So please do the following in a PM to me:

(1) If there is anything in your background you would like me to incorporate into the storyline, let me know.

(2) If there are any groups, cults or other entities to which your character belongs or is pursued by, let me know.

(3) If there are any secrets, or if you want your character to have any game secrets, let me know what kind of secrets (e.g. conspiracies, personal information, hidden government agendas).

Cults and groups can be found in Xebulon's Guide.  There are major corporations (and you can make up a good one if you want), the UPF (of course), Silver Death Cult, Free Frontiersmen Foundation (FFF), Anti-Satharian League, Frontier Peace Organization,  Kraatar Liberation Corps, and Investors.  (And maybe more that I create.)
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