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Has anybody tried to generate a character?

1373165859
Pierre S.
Pro
Translator
Has anybody tried to generate a character for my upcoming STAR FRONTIERS campaign?  I give your characters a few more skill-levels than the starting 2 in the rules.  I explain how you should generate a character in the Game Procedures message-thread. If you are not able to access the blank Character Sheet, duplicate it and fill it in, please let me know.  I set the starting permission on that thing to All Players.  Do NOT fill in that sheet, but duplicate it, rename it, and set the edit permission to you alone.  (Of course the GM can still make edits on it too.)
1373605100
Pierre S.
Pro
Translator
OOPS!  I MADE A MISTAKE!   I thought you would have a "Duplicate" button if I gave you control of the master copy of the Character Sheet.  But you don't get that button.  I have set up one sheet for each of you to control.  It is entitled "For (your name)" and only you and me can edit it. Some players in my campaign roster can't be clicked in the selection list INSIDE the Game Area.  I don't understand why I can't access some names.  If you have no sheet waiting for you, let me know.  (Edit:  possibly these players never entered the game-area so their names can't be selected, or they changed their names in-game to something else (in which case a sheet is waiting in that name.)) To test the campaign play area, I will click the 'Re-enter as Player' button to make sure things are in working order from your perspective. Also I discovered that under Attributes you should add an attribute for the Ammo that is left in each kind of weapon you have, if it uses Ammo (for example a laser pistol uses powerclips of 20 Standard Energy Units (SEU) each, so create a Laser_Ammo Attribute and mark 20 in it.)  This will be linked for use with a token.  However, it's a pain to click edit on the sheet and mark 1 off your reloads to reload the gun, so you should create ANOTHER Attribute for the number of full Ammo_Reloads you have for a weapon.  You can change the number of Ammo_Reloads more easily as an Attribute than from the Bio & Info. Powerclips can be used in several kinds of weapons, so you don't have to identify the weapon but just say Powerclips and the number you have left (you usually start with 8-12).  It generally takes one round to reload but watch how fast your shots fly.  Nothing is worse than the heart-rending cry of "I'm Out!"  A Power_Beltpack (50 SEU) is also a common-issue item in Star Law; create an Attribute for Power_Beltpack which can power a weapon, a screen and one other item at the same time.
I can edit the copied charactersheet for me, yes. that works. I started working on paper for the moment. But I went ahead and threw in what I have so far... which isn't much. I got stuck on a rules uncertainty.  I don't quite get the importance of skills vs abilities. This came to me while looking over skills and trying to make some decisions on what my character should be good at based on his profession, race, attributes.. and therefore what he should pick for skills. Skills seem to be fairly important but "attribute" has no role in skill success?  That didn't make sense so I went and reread the section on abilities and became even more confused from the example they give.  On page 5, the example is -- a hacker tracking to break into a computer network" .. rolls for LOGIC ability check with bonus of +10.  Um... what?    Why would this not be a SKILL check and not an ABILITY check.. specifically a Computer/DefeatSecurity skill check which has a success of 60% + skill-level*10% - program level... ?
1374185896
Pierre S.
Pro
Translator
Paul, You would use the detailed skill-check system.  You have to realize the publication history of the game.  STAR FRONTIERS started out in 1982 as a box designed to be cast out into the mass-market bookstores, to teens who hadn't even roleplayed before (with great notes about that to steer them right, by the way).  The original box came in a laser-blue colour first, then a pinkish box labelled "Alpha Dawn" to distinguish it from the supplement starship and starship combat box "Knight Hawks". In the original box, there was a 32-page Basic Rules Book and a 64-page Expanded Rules book, a big sheet of maps, a TSR advertisment flyer and two cheap plastic d10s with a CRAYON for you to fill in the number spaces yourself (they were not acrylic plastic dice then and the numbers were not pre-inked).  In the Basic Book they of course wanted a gentle introduction and defined things very loosely and had no skills, just half your DEX to fire guns with.  But they wanted to fire the imagination and suggested the real charm of tabletop RPGs, that you can make rolls for situations not already covered.  The text you see is a loose "suggestion" of covering situations which weren't covered in the Basic Book, but were in the Expanded Rules book. Now it's re-edited as one big book for the existing players, only one system of doing things, the original "Expanded Rules".  But they left that blurb in from the old days.  If you can find a particular sub-skill that is relevant you should actually use that. If you can find the .pdf of the Basic Rules book by the way, you can toss it to younger children, especially those with a liking for science-fiction.  They'll go bananas over it!  Suggested age 10 and up for the sake of doing arithmetic. For the slow, plodding work of defeating security (hacking passwords, altering logic-paths in the programming) you should use the skill system which came from the Expanded Rules book.  You may still have a character make some checks on the LOGIC ability for special, crucial realizations about the structure of a computer program, for example: that security camera-feeds are sent as digitized streams through the same network you're trying to hack, so instead of defeating visual-recognition security that triggers an alarm, you might choose to hack the streams and insert FALSE images of "nothing there"!  A smart guy will think of it more often than a dumb guy, so that's what abilities are for. I think of amazing science consequences all the time (which is why I hope to be a killer referee for this game if it gets off the ground at all!) but the INTuition and LOGic ability-checks will help a player make realizations a character trained in a sci-fi field would make even if the player has no such background.  On the basic ground-work of practicing a skill, though, they have no effect.
And if you want PDFs of the original, published rule sets, instead of the remastered ones from the starfrontiersman.com site, jump over to <a href="http://starfrontiers.com" rel="nofollow">http://starfrontiers.com</a> where we have them posted (with permission from WotC). P.S.&nbsp; I still have those cheap plastic dice from my original Star Frontiers boxed set that I purchased at age 12.&nbsp; The corners are a little rounded but they still work. :-)&nbsp;
I'm out till Aug 9th.. after which I do suggest we schedule a non-game session to go over character generation, with the goal of being 99% complete with char generations at the end of that session. sound good?
I also would like to get some game time in before mid-september... &nbsp;that may or may not be possible, but the reason I have that timeframe .. there's this star-frontiers online-con in September. Sept 27th I think... if we get some game time in before that, (particular for me since I've never played star-frontiers) -- maybe I'll be able to participate in that con also.
1374707844
Pierre S.
Pro
Translator
Yes, I hope I can justify your faith in me and the game by getting some material out before then. &nbsp;I'm on vacation Aug. 6 - 18 though, although I will still be able to log in here and design but maybe not run games. &nbsp;If you want to train up about Star Frontiers, I am the Errata King of the game, smoothing the rough spots to a fine finish and developing my mind to be a fast combat-computer for the melee, ranged, vehicle, and aerial combat rules. &nbsp;Rules questions? &nbsp;Ask me. &nbsp;I don't care what the young'uns say, it's all about rolling dice all night! For example Albedo Screens consume 1 Standard Energy Unit (SEU) per 5 pts. of damage absorbed, NOT per minute as written in the table. Another errata is that none of them would talk about anything taking effect for another 24-hour period...the Frontier people measure time in blocks of 20 hours, and 400 of those make a Galactic Standard Year regardless of all the goofy orbital periods. &nbsp;New Year's Eve in broad daylight? &nbsp;Why not? &nbsp;They still stand around and sing Auld Lang Cosine just as hard.