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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.
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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.
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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.
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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