Part:2a --- PLAYER CHARACTER INFORMATION

PART 2: PLAYER CHARACTER INFORMATION  

 

How to create a Player Character  

 

1. On a blank sheet of paper, write down the names of the six player character abilities: Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma (in that order). If a Star Frontiers Character Record Sheet is being used, the six abilities will already be printed on the sheet. It may be useful to glance at the example character record sheet hereafter (page B14) to see the form that such a sheet takes.  

 

2. Roll 3d6 (for a result of 3-18) for each ability and put the result in pencil next to the name of the ability.  

 

3. Read the sections on Character Abilities (page B6) and Character Classes (pages B9-10), and choose a class which best suits your character.  

 

4. Write down any special abilities your character possesses because of the class, for future reference (keeping in mind that your character is 1st level). 

 

5. Read the section on Ability Score Adjustments (page B6) along with any class adjustments, and then adjust your character's ability scores, if applicable and/or so desired.  

 

6. Consult the table of Bonuses and Penalties (page B7) and make a note of the results next to exceptional ability scores.  
 

7. Set aside a section of the paper for Experience Points or XP. As a new character, mark down "0" for the number of starting XP. For future reference, make a note of the number of XP needed to advance to the next desired skill and level.  

 

8. Determine the number of hit points your character has by rolling the appropriate type of hit die (as mentioned in the class description). Record the number in a special area marked hit points or hp.  

 

9. Read the section on Character Alignment (page B11) and choose an alignment for your character. Record the alignment next to your character's name.  

 

10. Roll 3d6 and multiply the result by 10, and add 170. This new number is the total amount of money or "credits” (abbreviated Cr) your character starts with and can spend on equipment for adventures. Record this amount in a section marked “Money” or “Credits” or even Cr.  

 

11. Consult the table of Costs of Equipment and Weapons (page B12) and "buy" whatever equipment your character desires, within the limits of his or her starting amount of Cr and class restrictions (for example, when in normal/relaxed form Dralasites may not carry long weapons). Write down the equipment you have purchased on the back of the paper.  

 

12. Once you know what type of armor and/or defensive screen(s), weaponry, and miscellaneous equipment your character will be utilizing, list the item(s) in their respective areas on the sheet. 

 

13. Find the Character Attacks table (page B27) and record the scores your character needs to hit with the various weapons they own. Check the Saving Throws table (page B26) and write down the various scores that your character may need to roll as saving throws during an adventure. Part 4 of this booklet (The Encounter) contains an explanation of these numbers and how they are used.  

 

14. If you have not already done so, name your character. If any problems have come up while creating your character, double-check with the example of character creation on page B13. 

 

Summary  

1. Roll for ability scores.  

2. Choose a class; note special abilities and any restrictions.  

3. Adjust scores as desired; note bonuses for high scores.  

4. Roll hit points.  

5. Roll for money; equip the character.  

6. Find Armor Class, attack, and saving throw numbers.  

7. Name the character. 

 

Character Abilities  

 

After rolling the six ability scores for a character, the player should choose a class — that type of adventurer which the player would most like the character to be. One or two abilities are the most important to each character class. The ability most important to a class is called the prime requisite for that class. The higher the prime requisite score, the more successful that character will be in that class.  

 

To choose a class, a player should first look for his or her highest ability scores. If one of the high scores is the prime requisite for a class, the player should consider making his or her character a member of that class.  

 

The six ability scores, and their use as prime requisite, are explained hereafter:  

 

Strength: "Strength" is a measure of muscle power and the ability to use that power. Any character with a Strength score of 13 or above should consider being a Dralasite, as Strength is one of the prime requisites for the class. 

 

Intelligence: "Intelligence" is the ability to learn and remember knowledge, and the ability to solve problems. Characters with an intelligence score of 13 or above should consider the class of Yazirian, as Intelligence is one of the prime requisites for that class.  

 

Wisdom: The word "Wisdom" refers to inspiration, intuition, common sense, and shrewdness. Wisdom aids in solving problems when Intelligence is not enough. Wisdom is not a prime requisite of any class.  

 

Dexterity: "Dexterity" is a measure of speed and agility. A character with a high Dexterity score is "good with his hands" and has a good sense of balance. A character with a Dexterity score of 13 or greater should consider the classes of Vrusk or Yazirian, as Dexterity is a prime requisite of both classes.  

 

Constitution: "Constitution" is a combination of health and endurance (the ability to hold up under pressure). It directly influences every class, possibly changing the number of hit points a character has. Any character with a Constitution score of 13 or above should consider being a Dralasite, as Constitution is one of the prime requisites for the class. 

 

Charisma: "Charisma" is a combination of appearance, personality, and leadership ability. It helps the GM decide exactly how a monster will react to a player character. If also affects the number of retainers a character can hire (see page B21), and the morale (attitude; see page B27) of these hirelings. Charisma is never a prime requisite 

 

Ability Score Adjustments  

 

It is possible to raise one's score in a prime requisite by lowering the scores of some of the other abilities. This adjustment shows that a character may practice hard and learn how to fight or reason well, but at the cost of not developing another ability.  

 

When adjusting abilities, no score may be lowered below 9. When an adjustment is made, a prime requisite ability will be raised 1 point for every 2 points that the adjusted ability is lowered.  

 

Strength may be lowered by Yazirians in order to raise Intelligence or Dexterity, and by Vrusks in order to raise Dexterity. Strength can be raised 1 point by any class when reducing Constitution by 1 point, however this can only be performed once.  

 

Intelligence & Wisdom may be swapped freely with Strength & Constitution and vice versa at the usual rate of –2 per +1, applicable to any character. For example, a Yazirian might lower a Strength score of 15 to 11 (a drop of 4) in order to raise an Intelligence score of 12 to 13 and a Wisdom score of 15 to 16 (a raise of 4/2 = 2, or 1 point added to each score). 

 

Dexterity may be lowered by Dralasites in order to raise Strength or Constitution. 

 

Constitution may be lowered by Yazirians in order to raise Intelligence or Dexterity. Constitution may be raised 1 point by any class when reducing Strength by 1 point, however this can only be performed once.  

 

Charisma may not be raised or lowered via point swap, but can be increased later with experience points (as can the other attribute scores).

 

 

Hit Points and Hit Dice  

 

Hit points represent the number of "points" of damage a character or monster can take during battle before dying. Any creature reduced to 0 hit points (or less) is unconscious, and any creature reduced to –10 hit points (or less) is dead. Note that unconscious creatures will continue to lose 1 hit point per round until dead, so time is of the essence regarding revival. The combat process is explained in Part 5: THE ENCOUNTER (under pages B24-28). For now, it is enough to realize that the more hit points a character has, the better the chance he or she has to survive a battle. On the average, fighters and dwarves will have the most hit points; clerics, halflings, and elves will have an average number of hit points; and magic-users and thieves will have the least hit points.  

 

ROLLING HIT POINTS: Each time a character earns enough experience points to gain a level in their existing skill set, the character gets a bonus hit point. Each time a character earns enough experience points to gain a new skill set, the character gets to roll for more hit points. When starting out, each character rolls one hit die, using the type of die given for the character class. Upon reaching a second skill set, the character rolls the same type of die a second time and adds the result to the first roll. This process is repeated for each new level. The result of each new hit die roll is always added to the total of the other hit die rolls.  

 

(Low level characters may easily be killed in battle. As an option, the GM may allow a player character to roll again if the player has rolled a 1 or 2 for the number of hit points during the initial character generation process only.) 

 

Bonuses and Penalties Due to Abilities  

 

Many of the words used in this table will be explained later; see Combat (pages B24-28) and the GLOSSARY CHARACTERS  

 

PR Score / Adjustment to XP 

3-5       -20% from earned experience points 

6-8       -10% from earned experience points 

9-12      No adjustment to experience point 

13-15    + 5% to earned experience points 

16-18    + 10% to earned experience points  

 

Adjustments for classes with two prime requisites are explained in the class descriptions. Any adjustments to earned experience are used when the GM gives experience points at the end of an adventure.  

 

Strength Score / Adjustments 

3            - 3 to hit & damage 

4-5         -2 to hit & damage 

6-8         -1 to hit & damage 

9-12       No adjustments due to Strength 

13-15     + 1 to hit & damage 

16-17     + 2 to hit & damage 

18           + 3 to hit & damage 

 

Regardless of adjustments, any successful hit will always do at least 1 point of damage. All Strength adjustments apply only to hand-to hand combat (see page B26) and to opening doors (page B21). Missile fire combat is adjusted by Dexterity according to the chart hereafter. 

 

Intelligence Score / Use of Languages 

3            Has trouble with speaking, cannot read or write 

4-5        Speaks but cannot read or write PanGalactic or Native 

6-8        Can write simple PanGalactic & Native words 

9-12      Reads and writes native language & PanGalactic 

13-15    Reads and writes native language & PanGalactic, + 1 added language 

16-17    Reads and writes native language & PanGalactic, + 2 added languages 

18          Reads and writes native language & PanGalactic ,+ 3 added languages 

 

Wisdom Score / # of Skills per PSA and Secondary Skill Areas 

3             PSA only, 1 skill (2 for military) 

4-5         PSA only, 1 skill (3 for military) 

6-8         PSA only, 2 skills (4 for military) 

9-12       PSA (all), 1 secondary skills in one other skill area (3 for military) 

13-15    PSA (all), 2 secondary skills in one other skill area (4 for military) 

16-17    PSA (all), 2 secondary skills in two other skill areas (5 for military) 

18          PSA (all), all secondary skills in any other skill area 

 

Dexterity Score / Ranged Weapon, Initiative, & Dodging Adjustments 

3          -3 on "to hit" rolls, initiative, & dodging 

4-5       -2 on "to hit" rolls, initiative, & dodging 

6-8       -1 on "to hit" rolls, initiative, & dodging 

9-12     No adjustment 

13-15   +1 on "to hit" rolls, initiative, & dodging 

16-17   +2 on "to hit" rolls, initiative, & dodging 

18         +3 on "to hit" rolls, initiative, & dodging 

 

Adjustments to the hit rolls are only applicable to hitting, there is no damage bonus. 

 

 Constitution Score / Hit Point Adjustment  

3           -3 points per hit die 

4-5       -2 points per hit die 

6-8       -1 points per hit die 

9-12     No adjustment to hit points 

13-15   + 1 points per hit die 

16-17   + 2 points per hit die 

18         + 3 points per hit die  

 

These adjustments are used whenever a player rolls to determine a character's hit points. No hit die roll may be adjusted below 1, regardless of the adjustments.  

 

Charisma Score / Adjustment to Reactions, Max # of Retainers, & Retainer Morale 

3                    -2  /  1  /  4 

4-5                 -1  /  2  /  5 

6-8                 -1  /  3  /  6 

9-12         None  /  4  /  7 

13-15            +1  /  5  /  8 

16-17            +1  /  6  /  9 

18                  +2  /  7  /  10 

 

The adjustment to reactions may help or hinder "first impressions" when talking to an encountered creature or person (see Monster Reactions, page B24, and NPC Reactions, page B21). Charisma also affects the number of NPC retainers a player character may hire, and the morale (attitude) of those persons. 

 

Character Class Tables  

 

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 of their simian appearance. 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. 

 

The information on these tables is discussed further in the following section on CHARACTER CLASSES. The tables below give the official name of each level in each character class or profession and the experience points necessary for a character to rise to the next level of experience. The charts also give the type (and number) of dice used to determine the hit points for each class. Special tables are also given, listing the chances for a cleric to Turn undead and a thief special abilities. The charts are arranged in alphabetical order, by class.