Dice Roll

01-10

11-20

21-35

36-55

56-70

71-80

81-90

91-95

96-00

Base Score

30

 35

40

45

50

55

60

65

70

Character  Generation:  How to Create A Character -- Roll d100 once for each Ability pair. Find the ability base score on the table.

Ability Score Table:  Decide which race you want your character to be.  Add or subtract the appropriate modifiers from the Ability Modifier Table.   A player can change his character's Ability scores by subtracting from one ability and adding them to the other ability in the pair. Some races have special abilities that are unique to their species.

Race

STR/STA

INT/LOG

DEX/RS

PER/LDR

Human

+0

+0

+0

+0

Dralasite

+5

+0

-5

+0

Vrusk

-5

+0

+5

+0

Yazirian

-10

+5

+5

+0

Ability Modifier Table:  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.  Players now can modify their ability scores by subtracting points from one ability and adding them to the other ability in that pair. No more than 10 points can be shifted this way. Example: A character has a Strength/Stamina base score of 50/50. The player decides he wants his character to be very strong. He can increase the character's Strength score to 60 if he reduces the Stamina score to 40.

Starting Ages:  Before a player character enters a Star Frontiers campaign, his starting age must be known.  PC starting ages need not be so restricted. An NPC Human adventurer could stow away on a star freighter at age 14 or give up a cushy desk job in favor or a daring life in space at 43.

Race

Starting Age

Age at Death

Mature

Middle Aged

Old

Venerable

Dralasite

d10 + 24 years

195 + 10d10

25-75

76-115

116-175

176+

Human

d10 + 19 years

156 + 8d10

20-60

61-90

91-140

141+

Vrusk

d10 + 17 years

136 + 7d10

18-50

51-80

81-125

126+

Yazirian

d10 + 13 years

107 + 6d10

14-40

41-60

61-100

101+

Age Brackets:  When a character enters a certain age bracket, his ability scores must be modified according to the instructions given in the age categories table below. This is not to say that all Humans receive additional strength and stamina along with their presents on their twentieth birthday. Instead, ability score modifications are a simulation of the effects of gradual maturity, with the resulting benefits or deterioration.  Modifications due to age are as follows:  Mature: Add 5 to STR/STA, INT/LOG scores.  Middle-Ages: Subtract 5 from STR/STA; add 5 to INT/LOG scores.  Old: Subtract 10 from STR/STA, DEX/RS; add 5 to INT/LOG.  Venerable: Subtract 5 from STR/STA, DEX/RS; add 5 to INT/LOG scores.

Divide the character's Reaction Speed score by 10. If the result is a fraction, round it up. The final result is the character's Initiative modifier (IM).
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.
Dralasites: Lie Detection (5%), Elasticity.  Vrusk: Comprehension (15%), Ambidexterity.  Yazirians: Battle Rage (5%), Gliding, Night Vision
.If the character is a Human or Yazirian, decide whether he is right or left handed. Dralasites and Vrusk do not choose handedness; see their racial descriptions for more information.
Decide whether the character is male or female (unless it is a Dralasite) and give it a name.
Roll d100 and add the result to 250. The final result is the number of Credits the character has at the start of the game. The character can spend this moneyimmediately 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.

Ability Checks:  During STAR FRONTIERS games, players will want their characters to try doing many different things. It would be impossible to state rules covering every possibility. Instead, this section describes a very simple rule that can be used in almost any situation.
When a character tries to do something that is not covered by a specific rule, the referee should decide whether the action is something the character can do automatically or if there is a chance the character might fail. If the action is not something the character can do automatically, then the character must make an ability check. The referee decides which of the character's abilities is most important in performing the action. The player
rolls d100 and, if the result is equal to or less than the ability score the referee chose, then the character succeeded at whatever he was trying to do.
EXAMPLE: A character who is alone in a room can easily pickup a gun from the floor. However, if he tries to grab the gun from the floor while being chased through the room, he could miss it or drop it. In this case, the character should make a Dexterity check to grab the gun.
Modifiers. The referee may decide an action is easier or harder than average because of an unusual situation. When this happens, the referee can tell the player to adjust his character's ability score by adding or subtracting a number, making the ability check easier or harder to pass. Most modifiers should not be more than plus or minus 30.
1stContactEXAMPLE: A group of characters is using a rope and spikes to climb a cliff. One of the upper characters knocks loose several rocks. The referee decides that the next character on the rope must make a Reaction Speed check to dodge the falling rocks. He also decides that, because the character is hanging on a rope, his Reaction Speed should be lowered by 20 for this ability check. The character's Reaction Speed is 55. Subtracting 20 gives him a modified Reaction Speed of 35. If the player rolls 35 or less on d100, the character avoids the rocks.
Secret Checks. If knowing the result of an ability check roll would tell a player something his character would not know, the referee should make the check secretly and tell the player only what his character sees, or what happens to the character.
EXAMPLE: A group of characters is traveling across an unexplored planet. Their Explorer was destroyed in a rockslide, and a group of native bandits stole most of their equipment. They need water, but the water in the pond they just found looks bright blue. One of the characters volunteers to taste it. The referee knows the water contains rnicroscopic plants that will make the character sick 20 hours after drinking the water, if the character fails a Stamina check. He rolls the check secretly, and the character fails. The referee tells the player, "The water tastes a little strange, but it doesn't seem to be affecting you at all." Twenty hours later, however, the character will become sick.

Ability Uses:  All eight character abilities are listed below, along with typical actions that would require an ability check against that ability.
Strength. Strength determines a character's chance to break open doors, bend metal, shift heavy objects or anything else requiring brute force.
Stamina. A character's Stamina score is the number of points of damage the character can take before being killed. It is also the character's percent chance to resist the effects of poison, gas, drugs, disease, extreme heat or cold, starvation and fatigue.
Dexterity. A character's Dexterity score determines his base chance to hit in combat. It also is his percent chance to sense things by touch, throw or catch an object, keep his balance, jump into a moving vehicle or perform delicate actions like cutting a wire without touching any surrounding wires.
Reaction Speed. A character's Reaction Speed score is his percent chance to react quickly, to avoid falling rocks, to catch something he knocked over before it hits the floor, to jump away from a skimmer that is racing toward him, to grab an animal or to dive through a door before it slams shut.
Intuition. A character's Intuition score is his percent chance to notice small details or hidden objects, to sense an ambush or trap and, at the referee's discretion, to make sense out of seemingly unrelated or illogical facts. When a character pases an Intuition check, the referee should tell the player that he notices something unusual, and describe what the character sees (or hears, smells, feels or tastes). The player must decide what to do with this information. Referees should urge players to figure out puzzles on their own; Intuition checks should not be allowed until after the players have tried (and failed) to solve the puzzle themselves.
Logic. A character's Logic score is his percent chance to follow complicated instructions, to figure out the best way to do something he has never done before or use something he is not familiar with, and to make accurate predictions from facts. The referee should roll Logic checks secretly. If the character fails the check, the referee can tell him either that he does not understand whatever he was studying, or can give him false information. A character's Logic score can be modified by the complexity of the situation and the amount of time the character spends studying it. The referee should encourage players to draw their own conclusions from information; like Intuition, Logic checks should be a last resort.
Personality. Personality affects how likely a character is to get a friendly response from a stranger and how long he can hold someone#s attention. The referee should encourage players to role-play their attempts to use Personality and talk to NPCs.
EXAMPLE: Dreevale the Vrusk has just insulted a Gorlian thug by accidentally spilling a drink on him. The Gorlian is very mad. Dreevale decides to try talking his way out of the situation. "Oops, pardon me, my good fellow, how absolutely clumsy of me," the player says. "Here, let me buy you a drink and let's forget about it. Dreevale s Personality score is 40. The referee notes that the Gorlian is mad and wet and itching tor a fight. He tells Dreevale to subtract 20 from his score. Dreevale rolls 91, which is greater than his modified score of 20. The Gorlian punches Dreevale.
Leadership. A character's Leadership score reflects his ability to command with authority and have NPCs obey his/her orders. Leadership checks are needed only if a character orders an NPC to do something dangerous, or has mistreated the NPC. Under normal conditions NPCs who work for a character will always obey that character. If characters try to give orders to strangers, the referee must decide how likely the stranger is to obey.  Leadership also is used to bargain with NPCs. The referee should not let characters with high Leadership scores trade junk for valuable merchandise, but a successful Leadership check will get a better deal for the character, or convince reluctant NPCs to deal with the character. Characters can bargain for information as well as merchandise.

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