Roll Conversion Table | |||
d100 | Penalty | d100 | Bonus |
01-05 | -9 | 51-55 | +1 |
06-10 | -8 | 56-60 | +2 |
11-15 | -7 | 61-65 | +3 |
16-20 | -6 | 66-70 | +4 |
21-25 | -5 | 71-75 | +5 |
26-30 | -4 | 76-80 | +6 |
31-35 | -3 | 81-85 | +7 |
36-40 | -2 | 86-90 | +8 |
41-45 | -1 | 91-95 | +9 |
46-50 | 0 | 96-00 | +10 |
Welcome back!
Today, I want to present my take on probably one of the most fundamental parts of a role-playing game – character class. Yes, I realize that plenty of role-playing games out there utilize a class-less system. However, since the original Star Frontiers rules utilized a class system, and the 4th Edition of Dungeons & Dragons utilizes a class system, I decided to go with the same thing.
While working on this idea, I decided to keep it simple and use the basic archetypes originally presented in Zebulon’s Guide to the Frontier. The Enforcer, Explorer, Tech-Ex (Technical Expert), & Sci-Spec (Science Specialists) all have clear roles, but are also general enough that a player can modify them as they see fit. Before I get to the specifics of each class, though, here are some general things to consider when reviewing the listed classes:
So…without further ado, here are the 4th Edition Star Frontiers Classes:
ENFORCER
From Zebulon’s Guide to the Frontier: The purpose of the enforcer profession is to provide protection and enforce federation or planetary law, corporate rules, or employer interests, whichever fits the character’s occupational standing. Typical enforcers work as Star Lawmen, corporate security personnel, private investigators, and mercenary soldiers.
Hit Points: 15 + CON
Hit Points per Level: 6 / Level
Defense Bonuses: +2 Fortitude
Healing Surges: 9 + CON Modifier
Armor Proficiencies: All
Weapon Proficiencies: All
Class Skills: Acrobatics, Athletics, Culture, Endurance, Intimidate, Perception, Streetwise
Trained Skills: Endurance plus 3 additional class skills
Class Heroic Daily:
EXPLORER
From Zebulon’s Guide to the Frontier: The purpose of the explorer profession is to operate alone or in small groups on an unexplored planet or as guides or scouts for scientific or military expeditions. Typical positions held by explorers include Star Law scout, mercenary strike force or commando team member, corporate spy, and advance emissary to primitive cultures.
Hit Points: 12 + CON
Hit Points per Level: 5/ Level
Defense Bonuses: +1 Fortitude, +1 Reflex
Healing Surges: 7 + CON Modifier
Armor Proficiencies: All
Weapon Proficiencies: Beam Weapons, PGS Weapons, Advanced Melee Weapons, Primitive Weapons
Class Skills: Acrobatics, Culture, Endurance, History, Medical, Stealth, Streetwise, Thievery
Trained Skills: Culture plus 4 additional class skills
Class Heroic Daily:
SCI-SPEC (Science Specialist)
From Zebulon’s Guide to the Frontier: Sci-Spec is the common name given to a member of the Scientific Specialist profession. The job of the sci-spec is to oversee scientific expeditions, conduct experiments, provide medical aid, and create computer programs. Typical positions held by a sci-spec include Star Law science specialist, Star Law medic, exobiologist, corporate research expedition member, and independent doctor.
Hit Points: 10 + CON
Hit Points per Level: 4/ Level
Defense Bonuses: +2 Will
Healing Surges: 6 + CON Modifier
Armor Proficiencies: Defensive Suits
Weapon Proficiencies: Beam Weapons, PGS Weapons, Primitive Weapons
Class Skills: Culture, Diplomacy, History, Insight, Medical, Perception, Science, Technology
Trained Skills: Medical or Science plus 3 additional class skills
Class Heroic Daily:
TECH-EX (Technical Expert)
From Zebulon’s Guide to the Frontier: Tech-Ex
is the common name given to a member of the Technical Expert
profession. The tech-ex’s job is to build, direct, maintain, and repair
his employer’s technical equipment,
computers, and robots. Typical positions held by a tech-ex include Star
Law computer expert, corporate robotics development, research and
maintenance personnel, private contractor, or technology.
Hit Points: 12 + CON
Hit Points per Level: 5/ Level
Defense Bonuses: +1 Fortitude, +1 Will
Healing Surges: 6 + CON Modifier
Armor Proficiencies: Power Screens, Defensive Suits
Weapon Proficiencies: Beam Weapons, PGS Weapons, Advanced Melee Weapons
Class Skills: Endurance, Engineering, Insight, Science, Streetwise, Technology, Thievery
Trained Skills: Engineering or Technology plus 3 additional class skills
Class Heroic Daily:
In addition to the information presented above for each class, all of the classes have access to the following pool of Encounter powers. A starting character can choose any two of these powers, which are split up into Attack, Defense, & Movement powers. In order to save some room on this post, I have detailed these Encounter Power on a PDF document which you can find RIGHT HERE. In addition, you’ll also find a Character Progression Chart that details what rewards are entitled to a character as he or she gains more experience.
Once again, you’ll find that PDF RIGHT HERE.
While the choice of your character’s Encounter Powers is up to you, I recommend the following:
Again, these are just suggestions. Play with the combinations to see what you enjoy playing best!
Now then. Get out there and get suited up with a new Star Frontiers character class! We’re also only a couple of posts away from being able to build a complete character for the Star Frontiers universe! Expect the next post to be on Feats, and the subsequent posts after that to be on Weapons & Equipment. In these rules, devices are pretty important, and play a key role in what your character can do. Stay Tuned!
This is My Game – DeadOrcs Out.