Each of these abilities will have a score from 1 to 100. An ability score of 1 means the character is very poor in that ability, while a score of 100 means the character has very high ability in that area. Players find their abilityscores by rolling dice. This is explained under How To Create Characters.
Explanation Of Abilities
Strength is a measure of how strong the character is. A character with
a low Strength score is scrawny and weak. A character with a high Strength score
is very strong. A character with a Strength score of 100 may be one of the
strongest characters on that planet.
Stamina measures a character's physical fitness and general health. A
character with low harnina will get tired easily and will be prone to injury and
disease. A character with high Stamina could work hard all day without getting
tired, and might never be sick a day in his life. Stamina also measures how
badly a character can be wounded before he passes out or dies.
Dexterity measures a character's coordination. Character's with low
Dexterity scores are clumsy, while characters with high Dexterity scores are
very agile. Dexterity is very important in combat.
Reaction Speed measures the quickness of a character's reflexes. If a
character with a low Reaction Speed is attacked suddenly, he probably will
fumble with his weapon and react slowly. A character with a high Reaction Speed
could draw and fire a weapon quickly, jump out of the way of falling boulders,
etc.
Initiative is not really an ability, but a character's Initiative
modifier is important. It is equal to the character's Reaction Speed divided by
10, and is used to determine which character acts first in a fight.
Intuition measures a character's alertness and ability to draw
conclusions from what seem to be unrelated facts. Characters with high Intuition
scores are more likely to solve problems by having hunches or making guesses
than by carefully considering all the evidence.
Logic is a character's ability to solve problems in an orderly, step-
bystep way. It is the opposite of Intuition. Characters with high Logic scores
make good scientists and computer experts.
Personality measures how well a character gets along with other
intelligent beings. Characters with high Personality scores arefriendly,
pleasant and persuasive, while those with low scores may be grouchy and hard to
get along with.
Leadership measures a character's ability to give orders that other
people will understand and obey. It also measures how willing other people will
be to work for the character, take his advice or follow him into a dangerous
situation.
Players can choose to make their characters members of one of four races:
Human, Dralasite, Vrusk or Yazirian.
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.
Yazirians are tall, light-boned humanoids with furry manes around
their necks. Humans nicknamed them "monkeys" because they look a little iike
chimpanzees. 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.
EXAMPLE: Dave Schick is creating a STAR FRONTIERS character. To find his
character's Strength/Stamina base score, he rolls percentile dice. The result is
53. Checking the ABILITY SCORE TABLE, he sees this gives his character a
Strength/Stamina base score of 45.
3. Repeat step 2 to get your character's Dexterity/Reaction Speed,
Intuition/Logic and Personality/Leadership base scores.
4. Decide which race you want your character to be. Your choice will affect
your ability scores as described in step 5. Any number of players can choose the
same race for their characters. Groups with characters from several races
usually are more successful and more fun to play.
5. Add or subtract from your STR/STA base score the number shown in the
STR/STA column of the ABILITY MODIFIERS for your race. Write the result on both
sides of the slash in the space marked "STR/STA ___/___" on the character sheet.
This number is your ability score for both Strength and Stamina.
EXAMPLE: Dave Schick has decided he wants his character to be a Yazirian.
Looking at the line of the ABILITY MODIFIERS for Yazirians, he sees that he must
subtract 10 from his Strength/Stamina base score. This is because Yazirians are
not as strong as the other races. Subtracting 10 from his base score of 45, Dave
gets a final Strength/Stamina ability score of 35 for his character. He writes
''35'' in both blanks after "STR/STA" on his character sheet.
6. Repeat step 5 for Dexterity/Reaction Speed, Intuition/Logic and
Personality/Leadership.
7. Divide your Reaction Speed score by 10. If the result is a fraction, round
it up to the nearest whole number. The final result is the character's
Initiative modifier. Write it in the space marked ''IM'' on the character sheet.
EXAMPLE: Dave Schick's character has a Reaction Speed of 45. To find his
Initiative modifier, he divides 45 by 10. He gets a result of 4%. Because this
is a fraction, he rounds it up to the nearest whole number, which is 5. He
writes "5" in the space marked ''IM" on his character sheet.
8. Give your character a name. If yourcharacter is an alien, trytogive it an
alien-sounding name.
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
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