The processes in this section are a revised method of character creation based on the Alpha Dawn and Zebulon’s Guide to Frontier Space methods. First, you generate and modify your character’s ability scores. Then, based upon on the starting level of the campaign (Beginner, Intermediate, etc.), you determine the number of experience points you have along with your character’s starting wealth.
Ability Scores
1. Roll d100 once for each ability pair (strength/stamina; dexterity/reaction speed; intuition/logic; personality/leadership).
Table 1. Ability Scores shows how to convert your d100 rolls to base scores for each ability pair.
Table 1.Ability Scores
Roll | 01-10 | | 21-35 | 36-55 | 56-70 | 71-80 | 81-90 | 91-95 | 96-00 |
Ability Score | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 |
2. Decide your character’s race. Add or subtract the appropriate modifiers as specified by Table 2. Ability Modifiers.
Table 2. Ability Modifiers
Race | STR/STA | DEX/RS | INT/LOG | PER/LDR |
Dralasite | +5 | -5 | - | - |
Human | - | - | - | - |
Humma | +10 | - | - | -10 |
Ifshnit | -5 | - | +5 | - |
Osakar | +5 | +5 | - | -10 |
Saurian | +10 | -10 | - | - |
S'Sessu | - | - | +10 | -10 |
Vrusk | -5 | +5 | - | - |
Yazarian | -10 | +5 | +5 | - |
Zethra | -5 | +5 | +5 | -5 |
3. Fill in your race special abilities if you have them.
4. You can modify your base pair scores by subtracting points from one ability and adding them to the other ability in the base pair. No more than ten points per pair can be shifted this way.
5. Divide your character’s Reaction Speed score by ten. If the result is a fraction, round it up. The final result is the character’s initiative modifier.
6. Choose your handedness if you’re not a Vrusk (Vrusk are ambidextrous) or a Dralasite (although you must designate a “dominant” limb).
7. Determine your punching score based on Table 3. Punching Scores.
Table 3. Punching Scores
STR Score | 1-20 | 21-40 | 41-60 | 61-80 | 81-100 |
Points of Damage | 1 | 2 | 3 | 4 | 5 |
8. Determine your gender unless you are:
· Osakar (who are always considered female),
· Dralasite (who 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 have their first child, then turn male until old age at which point they become neuter—choose which one you start at).
Experience Level
Experience Level
The Star Frontiers rules sets (Alpha Dawn Basic and Expanded Rules Sets, Zebulon’s Guide rules) assume that a referee will be starting his campaign with relatively inexperienced PCs just beginning their careers on the Frontier. While this was adequate when the Star Frontiers game was released, it provided little direction for longtime players and for referees designing experienced NPCs for their players to interact with.
However, like its TSR relative, the original D&D game, Star Frontiers needs a system for measuring PC, NPC, and “monster” (i.e., animal or alien) strengths. In the D&D/AD&D system, this was accomplished by the interlocking systems of experience points, class levels, and monster hit dice (with other refinements not related to this discussion). Star Frontiers provided for experience points as a means of improving characters, but provided no counterparts to the other “legs” of the D&D/AD&D system when designing NPCs and encounters. This was partly due to systemic differences between Star Frontiers and AD&D (i.e., no XPs awarded for killing opponents or looting treasure) and differences between the fantasy and sci-fi genres themselves. Nonetheless, there is no reason why a consistent XP/NPC design system can’t be added to the Star Frontiers rules framework. Table 4. Character Tiers is such a system.
Character Level | Experience Points | Equivalents | Starting Money |
Initial Character Creation | 400 XPs to be used for abilities, skills, & racial abilities | Use normal AD/Zeb’s creation methods | AD/Zeb’s method |
Beginner | 400-460 XPs | 0-60 XPs or 0-4 adventures completed | 1d100 + 250 credits |
Intermediate | 461-520 XPs | 61-120 XPs or 4-8 adventures | 2d100 + 1000 credits |
Advanced | 521-580 XPs | 121-180 XPs or 8-12 adventures | 3d100 + 2000 credits |
Veteran | 581+ total XPs | 181+ XPs or 12+ adventures | 4d100 + 3000 credits |
Referees starting a group of characters at a campaign level higher than Initial Character Creation can either use the 400 base XP used for ability scores or ignore it, requiring the players to roll for their actual ability scores. Any XP above 400 listed at each level (as indicated in the “equivalents” column) is the amount used for improving the ability scores, racial abilities, and learning skills.
Beginning funds for characters is up to the individual referee, of course, but starting money guidelines are provided in the character creation table.
Once your referee has informed you at what level of a campaign you’re starting at, you can then move on to picking a profession and skills. Skill costs in SF2000 are a combination of the AD and Zeb’s system with skill progression being slightly easier than in both systems due to the large volume of skills. See Table 5. Skill Costs for skill costs.
Table 5. Skill Costs
Skill Level | XP Cost (within PSAs) | XP Cost (outside PSAs) |
1 | 1 | 2 |
2 | 2 | 4 |
3 | 3 | 6 |
4 | 4 | 8 |
5 | 5 | 10 |
6 | 6 | 12 |