Players don’t necessarily have to play themselves when playing the SFRPG (there are no Veloxi on Earth at the moment, and even if there were, Humans aren’t the best species for everything!). Rather, they assume the role of a
character, an alter ego through which the player plays the game. Each player is required to create at least one character to play the game, though they may create (and play) as many characters as they wish. The features of characters should be noted somewhere, either on a copy of a record sheet as provided with this set of rules, or on regular paper.
Characters can be created in two different ways, depending upon the type of campaign the GM wishes to conduct. Campaigns can either use
RPG-style stats (which adds the use of the "basic six" attributes commonly found in RPGs), or they can use
Starflight-style stats (which just use the attributes found in the original games). This is an important first step in the creation process; it determines just how involved the rest of the character creation process will be.
This chapter goes over the basics of character creation as well as some of the concepts necessary in order to play the game. The first sub-chapter deals with Disciplines and Attributes, what they are used for and how they relate to "sub-characteristics". The second and third sub-chapters give detailed information on the alien races seen in the original Starflight games. Finally, the fourth sub-chapter gives a detailed procedure on character creation, including a step-by-step example of a character's creation.
Caveat
Most of the rules as written will assume the use of
RPG-style stats, and will include the use of skills based upon
RPG-style Attributes (
see Chapter 2.1 for details). In the event a GM is using
Starflight-style stats, then a
Durability Check can substitute for any
Power, Finesse or
Physique-based Skill Check, and a
Learning Rate Check can substitute for any
Intellect, Acumen or
Charm-based Check. Both of these Checks involve a d% roll, adding twice the
Durability or
Learning Rate score to the result.
NEXT: 2.1 Disciplines and AttributesPREVIOUS: 1.1 The Core MechanicTOP
Effect of Previous Hour's Weather on Terrain Difficulty
| Previous Hour's Weather | If the GM's roll is... | Then... | Otherwise... |
|---|
| Calm | 00-19 | Terrain difficulty improves one level. | Terrain difficulty remains the same. |
|---|
| Light | 00-99 | Terrain difficulty remains the same. | N/A |
|---|
| Heavy | 80-99 | Terrain difficulty remains the same. | Terrain difficulty worsens one level. |
|---|
| Severe | 00-99 | Terrain difficulty worsens one level. | N/A |
|---|
Effect of Previous Hour's Weather on Terrain Difficulty| Previous Hour's Weather | If the GM's roll is... | Then... | Otherwise... |
|---|
| Calm | 00-19 | Terrain difficulty improves one level. | Terrain difficulty remains the same. |
|---|
| Light | 00-99 | Terrain difficulty remains the same. | N/A |
|---|
| Heavy | 80-99 | Terrain difficulty remains the same. | Terrain difficulty worsens one level. |
|---|
| Severe | 0 |
0-99Terrain difficulty worsens one level. | N/A |