Contents
The Rules.................................................. 1
History........................................................ 1
Today’s Frontier ........................................... 1
Picture Story ............................................... 2
The Basics................................................... 3
Abilities....................................................... 4
Skills .......................................................... 6
Race Abilities ............................................... 6
Movement ................................................... 7
Combat..................................................... 10
Damage .................................................... 18
Vehicles .................................................... 19
Characters............................................ 27
Character Generation.................................. 28
Races ....................................................... 32
Skills ........................................................ 40
Improving Characters ................................. 52
Equipment................................................. 53
The Frontier .......................................... 69
Space Travel.............................................. 70
Time in the Frontier.................................... 71
Languages of the Frontier............................ 71
The Frontier Worlds .................................... 72
Map of the Frontier Sector ........................... 73
Referee ................................................... 75
How To Prepare for Play.............................. 75
How To Be a Referee .................................. 76
How To Control the Adventure ..................... 76
The Referee’s Golden Rule........................... 77
Example of Play ......................................... 78
How To Reward Characters.......................... 79
How To Be a Good Referee .......................... 79
How To Referee Creatures ........................... 80
How To Referee NPCs ................................. 92
How To Referee Adventures......................... 99
Crash on Volturnus..........................105
Optional Rules....................................141
THE RULES
Welcome to STAR FRONTIERSTM game, TSR's roleplaying game of science fiction adventure. If you have never played a role-playing game before, a great experience is waiting for you. STAR FRONTIERS adventures are as limitless as space itself.
WHAT THE GAME IS ABOUT Each player in a STAR FRONTIERS game plays a character, either a human or an alien living far in the future. In some ways characters are like the pieces used in other games, but players in a roleplaying game do not simply roll dice and move pieces around on a board. Characters can do anything a real person could do if he was living in a STAR FRONTIERS world: shoot a laser, drive a skimmer, chase dangerous interstellar criminals, explore alien worlds, or anything else the player wants the character to do. Players are not limited to only a few actions by the rules. A player has complete control over his character, and makes all the decisions for him. In fact, you can think of your character as being you, placed in a science fiction world. Your character may not be like you at all -- it may even be an alien, unlike anything you've ever seen before -- but you make all the decisions, and act through your character. This is part of the fun of role playing, even if you are not a hero in real life, you can become one in a STAR FRONTIERS game.
Unlike many other games, there is no clear winner or loser in a STAR FRONTIERS game. In most games, the players will have a goal, such as capturing a group of terrorists who have kidnapped a politician or recovering a rare medicine that was lost when a spaceship crashed on an alien planet. If the players cooperate and reach their goal, everyone wins. A skillful player who uses the same character in several adventures will see that character rewarded, becoming richer, more powerful and able to handle more difficult missions.
HOW TO USE THE DICE Two dice are included in STAR FRONTIERS games. They are numbered from 0 to 9. They are called tensided dice (abbreviated d10). If the rules tell you to roll one ten-sided die (abbreviated 1d10), roll one die to get a number from 1 to 10. A zero is read as a 10. If the rules tell you to roll two ten-sided dice (abbreviated 2d10) roll both dice and add the results to get a number from 2 to 20. A zero is read
as a 10.
For example, if the rolls were 0 and 4, the result would be (10 + 4 =) 14. More dice can be rolled to give results of 3-30 (3d10), 4-40 (4d10), etc. If the rules tell you to roll a 5-sided die (abbreviated 1d5), simply roll a normal 10-sided die and divide your result by 2, rounded up. A roll of 1 or 2 is treated as a result of 1, etc. If the rules tell you to roll percentile dice (abbreviated d100), roll both dice. Instead of adding the results, read the dark-colored die as the first (tens) digit and the light-colored die as the second (ones) digit. A zero is read as a zero.
The following table shows several examples of rolls.DICE EXAMPLE TABLE
Dark Die
| Light Die
| Result
|
5 | 3 | 53
|
6
| 0
| 60
|
0
| 6
| 6
|
0
| 0
| 100
|
Abilities
One player plays the role of the referee, a special kind of player
responsible for storytelling, laying
side characters (non-player characters, or NPCs), and judging
situations in which the player's
characters find themselves. Refer to the referee's section for
further details on this important job.
All characters
have eight abilities, arranged in four pairs. These are Strength/Stamina,
Dexterity/Reaction Speed,
Intuition/Logic and Personality/ Leadership. These eight abilities tell players
how strong, fast, smart and masterful their characters are. They are explained
below. Each of these abilities will have a score from 1 to 100. An ability
score of 1 means the character is very poor in that ability, while a score of
100 means the character has very high ability in that area. Players find their
ability scores by rolling dice. This is explained in the Characters section.
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. Dexterity is a physical ability score and is often abbreviated
DEX within these rules. 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. Reaction Speed is a physical ability score and is often abbreviated RS
within these rules.
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. Intuition is a mental ability score and
is often abbreviated INT within these rules.
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. Logic is a mental ability
score and is often abbreviated LOG within these rules.
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. Personality is a mental ability score and is often abbreviated
PER within these rules.
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. Leadership
is a mental ability score and is often abbreviated LDR within these rules.
Whenever the
referee decides there is a chance for your character’s action to fail, he calls
for an ability check. The appropriate ability to be checked is determined by
the referee, but is obvious once you have an understanding of the role each
ability plays in defining the capabilities of your character.
To make an ability check, simply roll d100. If you roll less than or equal to the ability
in question, your check is successful. If you roll higher than your ability
score, your action fails.
Example:
Garrison is running from security bots, trying to stay away from their identity
imaging cameras. He steps out a window on the second story, and sees a wall
upon which he could walk to get to safety. The referee informs him that this
requires a Dexterity check to make it safely to the other side, warning that
failure might result in falling off the 5 meter high wall! Fortunately,
Garrison has a DEX score of 65, so you confidently toss the dice and roll a 4
and a 7, a success! The security robots won’t try to follow, as their simple
programming doesn’t define the top of a wall as floor space upon which to
tread.
Your
referee may assess the situation and determine there are bonuses or penalties
associated with any given ability check. Difficult terrain, favorable winds,
good tactical position, and any number of other factors may help him determine
this. When he determines this is the case, he will tell you when he informs you
that an ability check is necessary.
Example: Rhainah
is a hacker and is trying to break into a computer network protected by fairly simple
security software. The referee informs Rhainah’splayer that she must succeed in
a LOG check with a bonus of +10, to represent the simplicity of the security
software. Rhainah’s player must roll less than or equal to ten higher than her
character’s LOG score.
Sometimes you
must pit your abilities against another player’s character or non-player
character. The rules work normally, but both parties must make a roll and
compare success. Whoever succeeds by more (rolls the greatest amount under his
score) wins the contest.
Example: Yinang,
an assassin character working for Streel Corp, is trying to palm his sonic
sword handle to conceal it from the quick search of his boss’ thug. The referee
determines that palming something that size and shape will require a Dexterity
check at -10. Yinang’s player has to roll less than or equal to ten less than
his Dexterity score, and must succeed by more than the thug’s Intuition check.
In addition to the basic ability scores, characters are defined by a few other numbers. These are specifically created to help facilitate action-packed combat scenes. They are: Initiative Modifier, Punching Score, Ranged Weapons accuracy, and Melee Weapons accuracy.
Initiative Modifier 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. Round in favor of the character, thus a Reaction Speed score of 51 results in an Initiative Modifier score of +6. Initiative Modifier is a combat ability and is often abbreviated IM within these rules.
Punching Score is a modifier, just like Initiative Modifier is. It is determined by looking at the following table (simply, Punching Score receives a +1 for ever 20 points of Strength the character has). Whenever your character successfully punches his opponent, or uses a melee weapon such as a club or sword, he adds this number to the damage total. Punching Score is a combat ability and is often abbreviated PS within these rules.
Punching Score Table
Strength Score
| Punching Score
|
01-20
| +1
|
21-40
| +2
|
41-60
| +3
|
61-80
| +4
|
81-00
| +5
|
Ranged Weapons accuracy score is the base chance to hit when aiming a weapon (whether that weapon is hurled or aimed in hand or targeted using advanced targeting systems). It is equal to half your character’s Dexterity score, since it is purely a function of hand-eye coordination. List it as a percentage instead of a bonus like the other nonability score values. Ranged Weapons is a combat ability and is often abbreviated RW.
Melee Weapons accuracy score is the base chance to hit when wielding a hand-held weapon or punching someone. It is equal to half your character’s Dexterity or Strength score, whichever is higher. List it as a percentage instead of a bonus like the other non-ability score values. Melee Weapons is a combat ability and is often abbreviated MW within these rules.
Skills
There are 13 different skills that a player character can learn. These 13 skills are organized into three Primary Skill Areas (PSAs): Military, Technological and Biosocial.
Military skills deal with combat. There are seven different Military skills: Beam Weapons, Demolitions, Gyrojet Weapons, Martial Arts, Melee Weapons, Projectile Weapons and Thrown Weapons. The Characters section goes into detail on each of these. The referee may allow the player to add +10 per level in this skill to any ability check dealing with military operations and red tape.
Technological skills deal with various types of machines. There are three different Technological skills: Computer skill, Robotics and Technician. The Characters section goes into detail on each of these. The referee may allow the player to add +10 per level in this skill to any ability check dealing with technology.
Biosocial skills deal with the intelligent races and their surroundings. There are three different Biosocial skills: Environmental, Medical and Psycho- Social. The Characters section goes into detail on each of these. The referee may allow the player to add +10 per level in this skill to any ability check dealing with biology, health, fitness, and social interaction.
At the start of the game, each player must choose one Primary Skill Area as his character’s career. This will never change. The player then chooses two skills for his character. One skill must be from the character's PSA, but the other can be from any PSA. The character starts with Level 1 experience in both skills. More information, and a step-by-step example, can be found in the Characters section.
As a character adventures and succeeds in his missions, he will be awarded experience points that his player may then use to purchase additional skills or to improve ability scores.
In the Characters section you will find details on specific applications of each of the thirteen skills. Each skill encompasses several sub-skills, each of which will have a score that increases with level. Skill checks work just like ability checks: roll d100 and try to roll less than or equal to the skill’s chance to succeed.
Players can choose to make their characters members of one of four races: Human, Dralasite, Vrusk or Yazirian. These are described in greater detail in the Characters section.
Humans are similar to Earthmen, but these Humans developed on another planet closer to the center of the galaxy. Humans are considered the average characters in STAR FRONTIERS games, so their abilities are not modified when the character is created.
Dralasites are rubbery, elastic aliens sometimes called "blobs." They can change their shape at will creating as many artificial arms and legs (pseudopods) as they need at the moment. They are stronger than Humans, but are also slower. They enjoy philosophical debates and have a very strange sense of humor; they love telling old jokes and puns they hear from Humans.
Vrusk look like large insects, and are sometimes called "bugs." They are quicker than Humans, but are not as strong. Vrusk are excellent businessmen and merchants. They love art, beauty and music.
Yazirians are tall, light-boned humanoids with furry manes around their necks. Humans nicknamed them "monkeys" because they look a little like chimpanzees. Thin membranes that stretch between their arms, torso and legs allowed Yazirians to glide between the trees on their native planet. They are generally smarter and quicker than the other races, but are not as strong. Their eyes are very sensitive to light, so they usually wear dark goggles during the day. Yazirians were very warlike in the past, and are still considered pushy and aggressive by other races.
Each of the non-human races have special abilities that cannot be defined by the standard eight abilities and thirteen skills. These abilities are explained in detail in the Characters section.
Some of the special race abilities possess a score, expressed as a percent. Characters attempting to invoke their special ability simply roll d100 and must roll less than or equal to their listed chance of success. Note that these special race abilities can be increased through character development, and can be assessed bonuses and penalties based on situational modifiers just like making any other ability check or skill check.
REFEREE
.
How to Referee Adventures
Adventures are the stories to
challenge the players and their characters. The referee can use
published adventures or he can create his own. The first thing you must
do as a referee is create
adventures for your players. Adventures
can be as simple or as complex as you want to make them. You can design
them completely from your imagination, or take ideas from books and
movies.
- Choosing a theme or basic story and the goal of the adventure.
- Selecting the settings where the story takes place.
- Designing the events that lead to the goal, and the obstacles that must be overcome to reach the goal.
- Creating the non-player characters and creatures that the characters will meet, and deciding how they will affect play.
- Writing any special rules that are needed for unusual events
- Writing a final outline of the adventure to guide the referee through the action.
- Create any maps needed to define the adventure areas.
ThemeWhen choosing a theme for your adventure, you should consider these three things:
- What has happened before that led to this adventure?
- What must the characters do to complete their job?
- What sorts of obstacles do you want the players to face during the adventure?
Some suggestions beginning referees can use to
create simple adventures are listed below:
- Explore a New World:
The player characters are hired to explore an undeveloped planet. This
theme can be used many times by creating new planets with new
challenges.
- Obtain Information: The player characters
must search for special information about a place, group or thing and
return to their employer with the information.
- Retrieve a Stolen Item:
The player characters are hired to locate and bring back to their
employer something that has been stolen perhaps secret plans or an
invention.
- Catch Criminals: The player characters must find and capture space pirates, thieves or other criminals.
- Rescue Someone:
The player characters must locate and rescue someone who is being held
prisoner -- a hostage, kidnap victim or a person in prison.
- Mad Scientist:
The player characters must prevent an evil scientist from taking over a
planet, setting loose terrible robots or performing some other evil.
These
are only a few examples of possible adventures. You could even combine
several of these themes into one adventure. You could also create an
adventure based on something discovered by the player characters in an
earlier game. This adds excitement as players use information they have
found in earlier adventures to solve the riddles of another.
SettingsThe
settings or locations of an adventure determine the events that can
take place and what animals and events can be encountered; guards and
robots can be encountered while searching a secret outpost, but wild
creatures and dangerous terrains are more likely if characters are
exploring a new planet. Your settings can be as big or small as you
want to make them. An entire adventure could take place in a single
building, or it could require the characters to travel halfway around a
planet.
The settings you select should have a purpose in the
adventure. The players should be able to complete some part of their
objective at each place. For example, when searching for someone lost
in the wilderness, searchers can find important clues at the spot where
the lost person was last seen, at the site of an old campfire, at a
spot where they find a dead beast with a trail of blood leading away,
etc. At each setting, players can discover the direction the person
traveled, how long ago he was there and what has happened to him.
When designing a setting, you should try to answer these questions:
- What
is the setting's purpose? When during the adventure will the characters
arrive there? Whatinformation are the characters supposed to findthere?
- What does the setting look like? What are the most important features: where are trees and streams, doors and furniture?
- What
types of creatures, characters and events will the characters meet
there? Are there any important plants or weather conditions, alarms or
robots? These are not necessarily challenges to the players. They can
be used to identify the area.
- Are there any other important
features about this setting? Does it limit movement in some way or hide
things from sight? Does it have obstacles the characters must overcome?
As you decide on each setting, write it down, including all special information about the setting.
EventsOnce
you have chosen the theme and settings for an adventure, you must
design the adventure itself. An adventure is divided into several
smaller challenges that the players must overcome. Each of the
challenges must be placed in a specific setting. When designing an
adventure, first determine what events or challenges you want. Each
event should provide an obstacle to overcome, a lesson to be learned or
an opportunity to gain something that will aid the characters in
reaching their goal. Events should always be exciting or provide a
puzzle that the players must overcome with their wits. Follow each of
these four steps when designing events.
- Decide what
purpose the event will fulfill. Is it an obstacle to fight or overcome?
A puzzle to solve? A chance to gain something helpful? Or an event just
to add excitement?
- Determine all the elements needed in the
event. Will the player characters encounter NPCs, creatures, robots,
foul weather, physical obstacles or security systems?
- Decide how NPCs, creatures or robots will react to the player characters, and what actions they will take.
Random Events. Sometimes,
referees may want to set up encounters or events that occur randomly,
instead of being pre-planned. Usually, random encounters are tied to
die rolls that are made at certain time intervals or when characters
enter an area. For example, the referee could decide the
characters have a 20% chance of being attacked by wild animals every night they spend in the
mountains, or a 30% chance of meeting a criminal in a seedy part of town.
Random events should be created when the adventure is designed. If you have only one random
event,
you can simply give it a percentage chance of happening. If you have
more than one random event, you can arrange them on a table and assign
a percentage chance that one will happen. Then, if there is a random
event, you roll a second time to see which specific event happens. If
you have more than one event, you can let each one happen only once, or
let an event happen whenever it is rolled up.
[ to be continued ]