
Xabulba |
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A few years ago I started a Star Frontiers game, unfortunately I was suffering from RPG burnout at the time and I canceled the game (all the games I was running) so after a few years recovery I want to start again. I'm offering a guaranteed spot to the players I left in the lurch, if they still around and want to play, but I an also opening recruitment for around 6 new players.
http://www.dwdstudios.com/starfrontiers has all the rule books and supplements for free if you need them. I will be using their updated Zebulon's Guide as the main rule book. All supplements are usable if you want, including Gamma Dawn. If you do use Gamma Dawn for character creation I get last word and approval before play.
The basic premise of the game is you are a member of a survey team heading to a newly discovered blue moon when stuff happens.

fnord72 |
One thing I don't like about the older character gen systems, like this one, is that random roles forces a character concept. Most people don't have fun insisting on playing a barbarian with a 7 strength, or a wizard with a 9 intelligence.
STR: 1d100 ⇒ 12 poor
STA: 1d100 ⇒ 91 remarkable
DEX: 1d100 ⇒ 55 average
RS: 1d100 ⇒ 88 excellent
INT: 1d100 ⇒ 82 excellent
LOG: 1d100 ⇒ 15 poor
PER: 1d100 ⇒ 74 good
LDR: 1d100 ⇒ 32 below average
I'll keep looking at the rules before making more decisions

GM Xabulba |

One thing I don't like about the older character gen systems, like this one, is that random roles forces a character concept. Most people don't have fun insisting on playing a barbarian with a 7 strength, or a wizard with a 9 intelligence.
[dice=STR]1d100 poor
[dice=STA]1d100 remarkable[dice=DEX]1d100 average
[dice=RS]1d100 excellent[dice=INT]1d100 excellent
[dice=LOG]1d100 poor[dice=PER]1d100 good
[dice=LDR]1d100 below averageI'll keep looking at the rules before making more decisions
You only four times, once for each stat pair. After your roll you can swap up to 10 point between the paired stats. I am also using the Zebulon guide for the game if you need to download it you can get it here free, http://www.dwdstudios.com/starfrontiers.

GM Xabulba |

RyanH
Vrog Skyreaver
fnord72
Spazmodeus
Thanks for the interest in the game, make up some characters and hopefully we can game together.
http://www.dwdstudios.com/starfrontiers has all the rule books and supplements for free if you need them. I will be using their updated Zebulon's Guide as the main rule book. All supplements are usable if you want, including Gamma Dawn. If you do use Gamma Dawn for character creation I get last word and approval before play.

Caro Cogitatus |

Interested. Let's see where this takes me.
STR/STA: 1d100 ⇒ 53 -> Average 45/45
DEX/RS: 1d100 ⇒ 85 -> Excellent 60/60
INT/LOG: 1d100 ⇒ 3 -> Feeble 30/30
PER/LDR: 1d100 ⇒ 96 -> Incredible 70/70
Well, there goes my "anonymous starship mechanic thrust into greatness" background. This guy (girl?) couldn't reason his (her?) way out of a wet paper bag. :-)
Wealth (after purchase of Standard Equipment Pack): 100 + 1d100 ⇒ 100 + (71) = 171
I'm a complete newbie to Star Frontiers, but I've completed or am participating in several PbP games here and have a log history with D&D & Pathfinder.
If there's room I'd like a spot. I've been looking for a d20 Future game for a while -- I'm glad to see there's a scifi RPG I wasn't aware of.

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[dice=STR/STA]1d100 10/10 (otherwise, I'd probably be dead)
[dice=DEX/RS]1d100 72/72
[dice=INT/LOG]1d10076/76
[dice=PER/LDR]1d10065/85
Probably going to be human
What are you thoughts on the mentalist profession?
It's not a direct roll ... for instance your roll of a 10 actually equals a 30/30
Page 28 of the basic rules (Alpha Dawn book)So you're
STR/STA : 30/30
DEX/RS : 55/55
INT/LOG: 55/55
PER/LDR: 55/55
ABILITY SCORE TABLE
Roll Score Notes
01-10 = 30 Feeble
11-20 = 35 Poor
21-35 = 40 Below Average
36-55 = 45 Average
56-70 = 50 Above Average
71-80 = 55 Good
81-90 = 60 Excellent
91-95 = 65 Remarkable
96-00 = 70 Incredible

fnord72 |
Gamma Dawn reminds me of the old Gamma World.
So, as members of a survey team, we will be expected to fill certain roles.
Are you willing to allow some swapping (like switch values for two pairs)?
Have you decided what kind of roles you want filled?
Do we work for a government, corporation, or are we all freelancers?

GM Xabulba |

Gamma Dawn reminds me of the old Gamma World.
So, as members of a survey team, we will be expected to fill certain roles.
Are you willing to allow some swapping (like switch values for two pairs)?
Have you decided what kind of roles you want filled?
Do we work for a government, corporation, or are we all freelancers?
1) Yep it's Gamma World with Star Frontiers rules.
2) I don't expect the party fill every position within the survey team, you are just the survivors of the survey team. Skill sets for secretaries or chefs wouldn't be appropriate for the game. Some diplomacy skills are always useful to have.
3) I will allow you to swap one set of stat pairs, ie swap the roll for Str/Sta with on of the others. you can only do this once. You can still move up tp 10 within a stat pair.
4) See #2
5) you are freelancers hired to survey a blue moon for the PGC. I leave it up to you guys if you worked together before.

GM Xabulba |

Interested. Let's see where this takes me.
[dice=STR/STA]d100 -> Average 45/45
[dice=DEX/RS]d100 -> Excellent 60/60
[dice=INT/LOG]d100 -> Feeble 30/30
[dice=PER/LDR]d100 -> Incredible 70/70Well, there goes my "anonymous starship mechanic thrust into greatness" background. This guy (girl?) couldn't reason his (her?) way out of a wet paper bag. :-)
[dice=Wealth (after purchase of Standard Equipment Pack)]100+d100
I'm a complete newbie to Star Frontiers, but I've completed or am participating in several PbP games here and have a log history with D&D & Pathfinder.
If there's room I'd like a spot. I've been looking for a d20 Future game for a while -- I'm glad to see there's a scifi RPG I wasn't aware of.
It doesn't matter to me if your're new to the rules, I'm a bit rusty on them myself, as long as we have fun.
In the top post is the URL for DWD studios, they have everything you need for character creation. Just remember we're using the Zebulon's guide for character creation. It's a little bit different from the basic rules but very easy to learn.
Regina dei Dannati |

Caro Cogitatus here. Hope I've got this right. Meet Kara Saint-Germaine:
Kara is an attractive young woman with a background in emergency medicine. Trained as a Field Medic in the military on Morgaine's World, she resigned her commission in search of better pay in the private sector.
Race: Human Gender: Female Handedness: Right Height: 1.7m Weight: 70kg Hair: blonde Eyes: green Skin: beige
STR/STA: 45/50 PS: +3
DEX/RS: 60/60 Dex Mod: +1CS IM: +6 Melee: 60 Ranged: 60
INT/LOG: 35/32
PER/LDR: 70/70
Dodge: 15 Walk: 10 Run: 30 Hourly: 5 km
Climb: 2 Crawl: 2 Swim: 10 Swim Hourly: 1.0 km
Standing Leap: 2.0 Running Leap: 5.0 Stand Vertical Leap: 2.0 Run Vertical Leap: 4.0
Profession: SciSpec
Occupation Standing: megacorp employee
PSA: Biosocial
*** Weapons ***
Sonic Knife MW:73% RW:-- Damage:3d10 Ammo:SEU SEU:1/hit Rate:-- Defense:Sonic Range(PB/S/M/L/E):-- cost:50 weight:1kg
Martial Arts NW:74% RW:-- Damage:4
*** Skills ***(SL=Skill Level, CS=Column Shift)
Intelligence (INT+5,LOG+2) cost:0
Medical Diagnosis[1] (SL+2CS) cost:1
Medical Devices[1] (SL+1CS) cost:1
Zoology[1] (SL+2CS) cost:1
Chemistry[1] (SL+2CS) cost:1
Medical Treatment: Wounds I[1] (Level+X) cost:1
Medical Treatment: Radiation[1] (SL) cost:1
Medical Treatment: Infestation[1] (SL) cost:1
Computers: Access & Operate[1] (Level+X-1CS/COML) cost:1
Weapons: Martial Arts[1] (SL) cost:2
italics = Non-profession skill
Initial Wealth: 171 (plus Standard Equipment Pack)
*** Equipment ***
Standard Equipment Pack 1 kg, cost: 150
· Chronocom
· Coveralls or uniform with many pouches/pockets
· Doze Grenade
· First Aid Pack with bandages, antiseptic, etc.
· ID Card
· Pocket Flashlight
· Pocket Tool
· Staydose
· Stimdose
· Sungoggles
· Survival Rations (5 days)
Sonic Knife (Melee +10) cost:50 weight:1kg Damage:3d10 Ammo:SEU SEU:1/hit Rate:-- Defense:Sonic Range(PB/S/M/L/E):--
Credits: 121
Since she is not expecting to be in harm's way (treating wounded in a relatively safe field hospital or ship's medical bay), she does not feel the need to buy much in the way of weapons or survival gear, save only a personal defense weapon she carries hidden at all times.
@GM Xabulba, I don't think you've answered regarding stat swaps (i.e., swap the rolled values for STR/STA and DEX/RS) and whether Mentalists are allowed. Both answers may change my character drastically. I believe I qualify for original-rules Mentalist PSA, but not Zebulon-rules Mentalist (and likely never will, with my "feeble" LOG score).

AGamer70 |

I might give this a try. I don't think I ever played Star Frontiers, as our group tried Traveller, but I recognize the cover. I'm sure I looked at it during various trips to the gaming store in the 80's.
STR/STA: 1d100 ⇒ 85 -> 60 Excellent
DEX/RS: 1d100 ⇒ 81 -> 60 Excellent
INT/LOG: 1d100 ⇒ 55 -> 45 Average
PER/LDR: 1d100 ⇒ 16 -> 35 Poor
Wealth (after purchase of Standard Equipment Pack): 100 + 1d100 ⇒ 100 + (54) = 154
Hmm, not a bad start. Let me see what I can do with this. Assuming I don't swap anything, I'm probably leaning towards Techex.
Scrolling through the Zebulon rules, it appears that stats are primarily used for combat and don't effect your ability to perform a skill. Do I understanding that correctly or am I missing something?

AGamer70 |

Help me understand the skills. On page 16 in section 4: Profession, it states:
When a character starts the game he receives 20 experience points, gleaned from years of study, practicing, apprenticeship, or whatever.
Immediately 10 points are spent on joining a profession.
And then on the next page in section 6: Skills
Once a character joins a profession he can spend his remaining experience points on any of his profession's skills. Any skills purchased with the remaining 10 experience pointsare known by the character when the game begins.
So can the first 10 be any skills at a 1:1 ratio, then the second 10 would be 1:1 on professional skills and 2:1 on non-professional?
Also, looking at everyone's rolls so far, with a decent str and dex, I could go enforcer for some offense.

Regina dei Dannati |

Not an expert (see above where I describe myself as a "complete newbie"), but IMHO they should have just said:
A character must join one of the following professions...and receives 10 experience points to spend on skills.
Your profession gives you a freebie skill (specified, not your choosing) that improves one set of stats, and your profession defines which skills are low cost and which are not.
The whole "spend 10 points on a profession" is just confusing. IIRC the Zebulon guide has a simpler method where you choose 6 in-profession skills and 2 out-profession skills, which adds up to 10 points. I suppose if you want to min/max you can immediately bump up a skill to level 2 or 3, but for starting characters 10 points is what you have to spend.

Regina dei Dannati |

Updated. Swapped one set of stats and corrected combat bonuses for Zebulon's system.
Kara is an attractive young woman with a background in emergency medicine. Trained as a Field Medic in the military on Morgaine's World, she resigned her commission in search of better pay in the private sector.
Race: Human Gender: Female Handedness: Right Height: 1.7m Weight: 70kg Hair: blonde Eyes: green Skin: beige
STR/STA: 45/50 PS: +3 Grenade throw: 25m
DEX/RS: 60/60 Dex Mod: +1CS IM: +6
INT/LOG: 72/75
PER/LDR: 30/30
Dodge: 15 Walk: 10 Run: 30 Hourly: 5 km
Climb: 2 Crawl: 2 Swim: 10 Swim Hourly: 1.0 km
Standing Leap: 2.0 Running Leap: 5.0 Stand Vertical Leap: 2.0 Run Vertical Leap: 4.0
Profession: SciSpec
Occupation Standing: megacorp employee
PSA: Biosocial
*** Weapons ***
Sonic Knife MW:+3CS RW:-- Damage:24 Sonic Ammo:SEU 1/hit cost:50 weight:1kg
(skill +1, weapon +1, dex +1)
Martial Arts MW:+2CS RW:-- Damage:4 Inertial
(skill +1, dex +1)
Doze Grenade MW:-- RW:+0CS Damage:sleep Defense:STA check radius:3m cost:10 weight:0kg
(skill 0, untrained -1, dex +1)
italics = untrained, max +0CS, Cobalt result not possible except on 01-02
*** Skills ***(SL=Skill Level, CS=Column Shift)
Chemistry[1] +3CS (SL+2) cost:1
Intelligence (INT+2/LOG+5) cost:0
Medical Devices[1] +2CS (SL+1) cost:1
Medical Diagnosis[1] +3CS (SL+2) cost:1
Medical Treatment: Radiation[1] +1 (SL) cost:1
Medical Treatment: Wounds I[1] +X (Level+X) cost:1
Weapons: Melee Weapons[1] +1CS (SL) cost:2
Weapons: Martial Arts[1] +1CS (SL) cost:2
Zoology[1] +3CS (SL+2) cost:1
italics = Non-profession skill
Initial Wealth: 171 (plus Standard Equipment Pack)
*** Equipment ***
Standard Equipment Pack 1 kg, cost: 150
· Chronocom
· Coveralls or uniform with many pouches/pockets
· Doze Grenade
· First Aid Pack with bandages, antiseptic, etc.
· ID Card
· Pocket Flashlight
· Pocket Tool
· Staydose
· Stimdose
· Sungoggles
· Survival Rations (5 days)
Sonic Knife MW:+1CS RW:-- Damage:24 Sonic Ammo:SEU 1/hit cost:50 weight:1kg
Credits: 121

fnord72 |
Using my first four scores for my stats (12, 91, 55, 88) I get a base of:
STR/STA 35/35
DEX/RS 65/65
INT/LOG 45/45
PER/LDR 60/60
I'm switching the last two sets, and going with human, and having seen no objections, going with a mentalist.
BASE--Modified
STR/STA 35/35 -5/-5
DEX/RS 65/65 -5/
INT/LOG 60/60 -5/+30
PER/LDR 45/45 /-5
Final
STR/STA 30/30
DEX/RS 60/65
INT/LOG 55/90
PER/LDR 45/40
Disciplines (3+4)
Channeling I 1
Telekinesis 1
Telepathy: Aliens 1
Telepathy: Characters 1
Teleport: Limited 2
Teleport: Unlimited 1
I believe this gets me something of a basic psionic character that is incapable of doing just about anything else. Why a mentalist can't learn to shoot a slug gun or how to sneak around is beyond me.

GM Xabulba |

Any more room?
Yes there is.
I believe this gets me something of a basic psionic character that is incapable of doing just about anything else. Why a mentalist can't learn to shoot a slug gun or how to sneak around is beyond me.
Mentalist are rare and highly valued, the groups and corps that can train them in hi-tech equipment, when they include physical training they focus on skills that sharpen mental awareness such as martial arts. Slug throwers are low tech, and stealth training is a waste of effort when the corp can provide a stealth suit.

Vrog Skyreaver |

I am going to switch sets between STR/STA and PER/LDR. Security officer Mcluntz is not a leader, but in great shape.
So, final stats will be:
STR/STA 50/60
DEX/RS 65/50
INT/LOG 55/55
PER/LDR 30/30
IM: 6
PS: +3
RW: 33
MW: 33
DM: +1
Profession: Enforcer (Self-Employed)
Skills: (PSA: Military)
Endurance 1
Weapons: Beam Weapons 2
Weapons: Demolitions 1
Weapons: Grenades 1
Weapons: Martial Arts 1
Weapons: Powered Assault Armor 2
Weapons: Repair 1
Computers: Access and Operate 1
Running 1
Credits: 1d100 + 250 ⇒ (32) + 250 = 282

AGamer70 |

So far we have an enforcer, a scispec, and a mentalist. I'm still leaning towards Techex, maybe focusing on robots, but considering a Humma enforcer with the spring charge, but it would seem to only be useful in open areas. Not being familiar with the game, how often will that be the case during combat? I'd hate to build a character around an ability I'll never get to use.

GM Xabulba |

So far we have an enforcer, a scispec, and a mentalist. I'm still leaning towards Techex, maybe focusing on robots, but considering a Humma enforcer with the spring charge, but it would seem to only be useful in open areas. Not being familiar with the game, how often will that be the case during combat? I'd hate to build a character around an ability I'll never get to use.
The spring charge would be useful almost everywhere, bars, offices, forests, jungles, almost everywhere. The only places it wouldn't be useful is underwater or in very tight surroundings like natural tunnels, air vents and the like. Humma may look like kangaroos but they are much more agile, a 360° 25m leap from a standing start is something a kangaroo could never do.

AGamer70 |

Ok, I'll try a Humma Enforcer.
Modifying my base numbers of:
STR/STA: 1d100 ⇒ 85 -> 60/60 +2/+5+10
DEX/RS: 1d100 ⇒ 81 -> 60/60 0/0
INT/LOG: 1d100 ⇒ 55 -> 45/45 -10/+10
PER/LDR: 1d100 ⇒ 16 -> 35/35 -10/0
Gives me:
STR/STA: 62/75
DEX/RS: 60/60
INT/LOG: 35/55
PER/LDR: 25/35
I'll work on my skills and hopefully have an alias up by tomorrow.
Just to confirm, we get 10 skill points to start with, correct?

GM Xabulba |

Ok, I'll try a Humma Enforcer.
Modifying my base numbers of:
STR/STA: 1d100 ⇒ 85 -> 60/60 +2/+5+10
DEX/RS: 1d100 ⇒ 81 -> 60/60 0/0
INT/LOG: 1d100 ⇒ 55 -> 45/45 -10/+10
PER/LDR: 1d100 ⇒ 16 -> 35/35 -10/0Gives me:
STR/STA: 62/75
DEX/RS: 60/60
INT/LOG: 35/55
PER/LDR: 25/35I'll work on my skills and hopefully have an alias up by tomorrow.
Just to confirm, we get 10 skill points to start with, correct?
Yes.

Chip - SF |

Profile linked.
Not sure what to do with equipment. Stuff I want isn't listed. Rest is way outside the pocket change we start with.
Folding pocket knife, multi-tool, swiss army knife, small first aid kit, smart phone with library, music player, solar charger, pocket water purifier, pens, etc. (Yes, these are all items that are in my workbag that I have every day, among other items)

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There's some low-cost equipment in issue #1 of Star Frontiersman (available here) that <JediMindTrick>I would use if I could</JediMindTrick>.