Character Creation

load previous
Mar 7, 2021 2:41 am
I am was looking things over and besides medic I was thinking explorer and thief though depending on the rest I might go for marksman instead of thief if needed. I am flexible and can even go diplomat depending on what others would like to take.
Last edited March 7, 2021 2:45 am
Mar 7, 2021 3:32 am
@ GeneCortess: Yes, you can assign your attributes where you want them.
Mar 7, 2021 3:37 am
I have alpha dawn and first edition. And have the Frontier Explorer magazine issue #23. But no Core book for Frontier Space. Can get a copy next Friday... :)

What should I know about the 12 skills?
Last edited March 7, 2021 3:51 am
Mar 7, 2021 3:52 am
Thanx...:) Woot I'm flying now
Last edited March 7, 2021 3:54 am
Mar 7, 2021 4:14 am
Question: Many of the races have tables for them. Are we rolling on them or can we pick?
Mar 7, 2021 4:25 am
Submitted Trudy, a retired warrior robot retasked "to protect and serve" Viking1031. Gave it a technician (computer) skill, but happy for that to be Pilot, or Explorer, or any other Tech skill. Basically whatever Viking purchased it for.
[ +- ] Character Sheet
https://i.imgur.com/wD7Z74I.jpg
Last edited March 7, 2021 4:43 am
Mar 7, 2021 4:32 am
Can I play with the metal brain parts? Innocent question...
Mar 7, 2021 5:53 am
How are we doing starting gear?
Mar 7, 2021 4:13 pm
@ Qrqlloq: Trudy looks good, I haven't spotted any mistake with her so far. You do have the option of being an older model (which might explain why you were "retired"), by rolling 1 or more times on the Robot Mechanical Troubles Table from the RHB (do not let the name fool you, some results are just cosmetic while others can actually be beneficial) depending on ho old/obsolete of a model Trudy is...
Edit: Hmm, this might not be necessary after all. Trudy's humanoid face is actually one of the results on this table...

@ Sorrack: Standard 6 items + potential bonuses for high attributes listed on pp.21-22 of the PHB.
Mar 7, 2021 7:25 pm
Lost question:

Question: Many of the races have tables for them. Are we rolling on them or can we pick?
Mar 7, 2021 7:30 pm
@GeneCortess: You mean Human Origins, Novim Arks, and Yar Clans? Yeah, you can pick or roll, your choice.
Mar 7, 2021 8:55 pm
I think Qralloq sheet is good. My character though trained medic used to be a part of a salvage gang. The gang got wiped out on a mission but she was able to escape (Possibly with Trudy). since then she has been working as a Medic/tracker hence her outdoors/thief skills.
[ +- ] Character sheet (in progress)
Last edited March 7, 2021 9:05 pm
Mar 7, 2021 9:55 pm
Well you did give a chance to browse the book and all.. :) I'm thinking to let lady chance out and give her some exercise. Lots of dice rolls. :)

Doing a Male Human. Thinking of a Marksman with Medic & Explorer.
AWOL/deserter from Oberon (Undecia)/Reinaggar's Hold.
* +5 to an origin-appropriate ability
* 1 referee-approved item from the full equipment tables
* Disadvantage in social dealings with a specific group/classification of people

What would be a good configuration on stats? Stats: 70,70,65,60,60,45

Strength:
Agility:
Coordination:
Perception:
Intelligence:
Willpower:
Last edited March 7, 2021 10:42 pm

Rolls

d100 - (1d100)

(76) = 76

d100 - (1d100)

(4) = 4

Mar 7, 2021 10:40 pm
@ Viking: If you need inspiration for the group of people you have advantage on your social interactions with, you could check the list of Corporations listed on pp.202-204. Aside from that, it could be the inhabitants of a certain planet, pirates, clergy, etc.

@ GeneCortess: A deserter from Reinaggar's Hold eh? That could be interesting. That definitely points towards an ex-soldier...
Mar 7, 2021 10:58 pm
Yep kalajel. I let the dice decide some. Being that I haven't played Star Frontiers in 40 years, I really foggy on how the stats should be placed and possible Frontier Space combat might be different. What would you suggest for the placement of the 6 stats with what I have suggested the male human to be? Really they are about the same except for the one loser. I have two tops and rest are in the middle.

Marksman, Used for shooting or aiming, as well as training in the use of vehicle-mounted and other heavy or indirect weapons. He had seen enough combat and killing to go AWOL. Probably has more problems dealing with military officers. Medic & Explorer just came along with the territory.
Last edited March 7, 2021 11:06 pm
Mar 7, 2021 11:05 pm
Coordination and strength are the two most important for hitting the enemy. Its been a while since I have read the book though so as to the rest it is up to you. Since you are adding a +5 making willpower or intelligence a 50 may work for you if you are looking more to be a fighter.
Mar 7, 2021 11:16 pm
Just seeing what we have right now.
Robot with combat skills and some tech.
Medic with explorer and thief skills
marksman with explorer and medic
Academic linguist with tech(structures) and thief.

So we have some good overlap in skills. Still possibly need some pilot,diplomat, and some additional tech (especially if we need to repair a robot) skills. other skills may also be useful as well.

It looks like we are waiting on one more player.

Does that sound right to everyone?
Mar 7, 2021 11:31 pm
Yeah, STR is usually used in melee (there are some exceptions using AGL) and CRD is, again, usually for ranged combat (and again, there are some exceptions using AGL).

STR will also help determine your BP (body points, basically what hit points are called in this game).

AGL is used to dodge attacks.

Both a high CRD and/or PER can help getting a high INIT (initiative).

A high INT and/or WIL can help getting more starting equipment as well as knowing more languages.

Combat pretty much works in that you can perform as many actions as you want in a round, but each actions above the first in a same round comes with a cumulative -20 penalty, which means that at some point it will be impossible to succeed at anything. This also counts (most) Resistance rolls, so if you want to be able to dodge attacks or resist stun, you might not want to perform too many attacks.

Oh, this reminds me, has anyone thought of rolling for their 5% chance of being ambidextrous?

Also, for the non-robots amongst you, if you want to see if you're a psionic, roll 1D. +1D if your INT is 65+, and +1D if your WIL is 65+. For each "1" you roll, you gain one of the 3 psionic skills (which you can put your starting ranks in if you want): Psychometabolism, Telekinesis, or Telepathy.
Mar 7, 2021 11:56 pm
5% chance of being ambidextrous

Also, for the non-robots amongst you, if you want to see if you're a psionic, roll 1D. +1D if your INT is 65+, and +1D if your WIL is 65+. For each "1" you roll, you gain one of the 3 psionic skills (which you can put your starting ranks in if you want): Psychometabolism, Telekinesis, or Telepathy.

Hmm 1D10 +1D10 for High INT.. get a 1 be Psionic

Nope.. Nothing on that.
Last edited March 7, 2021 11:56 pm

Rolls

Ambidextrous (1 to 5), Psionics (1's) - (1d100, 2d10)

1d100 : (18) = 18

2d10 : (98) = 17

load next

You do not have permission to post in this thread.