CLASSES AND SKILLS

Translating d20 classes and skills to and from Star Frontiers is particularly tricky. This section attempts to provide a dependable system for developing character d20-skills/subskills and classes/d100-skills.

Star Frontiers is a lot simpler game than the d20 3.5 system. In fact, it's even simpler than the classic d6 system. This is because it lacks true classing and has limited skill levels. It also does not have the rankings or feats of 3.5 (though this mechanic will soon be a distant memory in the 4.0 system). Another thing it does not have are talents.

Thus, translating these things between the two systems is very much an art and very little standardization.

Skinning The Frontier: Star Frontiers Stats to 4th Edition D&D – Classes by DeadOrcs

The following article was originally posted at MyGame.com

Posted by
on March 22, 2011 No Gravatar

Welcome back!

Today, I want to present my take on probably one of the most fundamental parts of a role-playing game – character class. Yes, I realize that plenty of role-playing games out there utilize a class-less system. However, since the original Star Frontiers rules utilized a class system, and the 4th Edition of Dungeons & Dragons utilizes a class system, I decided to go with the same thing.

While working on this idea, I decided to keep it simple and use the basic archetypes originally presented in Zebulon’s Guide to the Frontier.  The Enforcer, Explorer, Tech-Ex (Technical Expert), & Sci-Spec (Science Specialists) all have clear roles, but are also general enough that a player can modify them as they see fit.  Before I get to the specifics of each class, though, here are some general things to consider when reviewing the listed classes:

  • I did not provide anything like “Key Abilities”. I wanted players to be able to determine their ability scores without having to worry about what powers were keyed to those scores.
  • While each class has a listed “Heroic Daily” power, each class will also have Paragon and Epic dailies (one each, actually). These powers are still in development, and will be published in a later article.
  • There are no class specific Encounter powers. Instead, players will get to choose two Encounter powers from a “pool” of available Encounter powers. As characters progress, they will be able to choose additional Encounter powers. This pool of Encounter powers is listed towards the end of this article.
  • As with Heroic Daily powers, Paragon & Epic Encounter powers are in development and will be published in a later article.

So…without further ado, here are the 4th Edition Star Frontiers Classes:

ENFORCER

From Zebulon’s Guide to the Frontier: The purpose of the enforcer profession is to provide protection and enforce federation or planetary law, corporate rules, or employer interests, whichever fits the character’s occupational standing. Typical enforcers work as Star Lawmen, corporate security personnel, private investigators, and mercenary soldiers.

Hit Points:  15 + CON

Hit Points per Level: 6 / Level

Defense Bonuses: +2 Fortitude

Healing Surges: 9 + CON Modifier

Armor Proficiencies: All

Weapon Proficiencies: All

Class Skills: Acrobatics, Athletics, Culture, Endurance, Intimidate, Perception, Streetwise

Trained Skills: Endurance plus 3 additional class skills

Class Heroic Daily:

 
EXPLORER

From Zebulon’s Guide to the Frontier: The purpose of the explorer profession is to operate alone or in small groups on an unexplored planet or as guides or scouts for scientific or military expeditions. Typical positions held by explorers include Star Law scout, mercenary strike force or commando team member, corporate spy, and advance emissary to primitive cultures.

Hit Points:  12 + CON

Hit Points per Level: 5/ Level

Defense Bonuses: +1 Fortitude, +1 Reflex

Healing Surges: 7 + CON Modifier

Armor Proficiencies: All

Weapon Proficiencies: Beam Weapons, PGS Weapons, Advanced Melee Weapons, Primitive Weapons

Class Skills: Acrobatics, Culture, Endurance, History, Medical, Stealth, Streetwise, Thievery

Trained Skills: Culture plus 4 additional class skills

Class Heroic Daily:


SCI-SPEC (Science Specialist)

From Zebulon’s Guide to the Frontier: Sci-Spec is the common name given to a member of the Scientific Specialist profession. The job of the sci-spec is to oversee scientific expeditions, conduct experiments, provide medical aid, and create computer programs. Typical positions held by a sci-spec include Star Law science specialist, Star Law medic, exobiologist, corporate research expedition member, and independent doctor.

Hit Points:  10 + CON

Hit Points per Level: 4/ Level

Defense Bonuses: +2 Will

Healing Surges: 6 + CON Modifier

Armor Proficiencies: Defensive Suits

Weapon Proficiencies: Beam Weapons, PGS Weapons, Primitive Weapons

Class Skills: Culture, Diplomacy, History, Insight, Medical, Perception, Science, Technology

Trained Skills: Medical or Science plus 3 additional class skills

Class Heroic Daily:

 

TECH-EX (Technical Expert)

From Zebulon’s Guide to the Frontier: Tech-Ex is the common name given to a member of the Technical Expert profession. The tech-ex’s job is to build, direct, maintain, and repair his employer’s technical equipment,
computers, and robots. Typical positions held by a tech-ex include Star Law computer expert, corporate robotics development, research and maintenance personnel, private contractor, or technology.

Hit Points:  12 + CON

Hit Points per Level: 5/ Level

Defense Bonuses: +1 Fortitude, +1 Will

Healing Surges: 6 + CON Modifier

Armor Proficiencies: Power Screens, Defensive Suits

Weapon Proficiencies: Beam Weapons, PGS Weapons, Advanced Melee Weapons

Class Skills: Endurance, Engineering, Insight, Science, Streetwise, Technology, Thievery

Trained Skills: Engineering or Technology plus 3 additional class skills

Class Heroic Daily:

 

In addition to the information presented above for each class, all of the classes have access to the following pool of Encounter powers. A starting character can choose any two of these powers, which are split up into Attack, Defense, & Movement powers.  In order to save some room on this post, I have detailed these Encounter Power on a PDF document which you can find RIGHT HERE.  In addition, you’ll also find a Character Progression Chart that details what rewards are entitled to a character as he or she gains more experience.

Once again, you’ll find that PDF RIGHT HERE.

While the choice of your character’s Encounter Powers is up to you, I recommend the following:

  • Enforcer Characters might want to take 1 Attack and 1 Defense Encounter Power.
  • Explorer Characters might want to take 1 Attack and 1 Movement Encounter Power.
  • Sci-Spec Characters might want to take 1 Defense and 1 Movement Encounter Power.
  • Tech-Ex Characters might want to take 1 Attack and 1 Movement OR 1 Attack and 1 Defense Encounter Power.

Again, these are just suggestions. Play with the combinations to see what you enjoy playing best!

Now then. Get out there and get suited up with a new Star Frontiers character class!  We’re also only a couple of posts away from being able to build a complete character for the Star Frontiers universe! Expect the next post to be on Feats, and the subsequent posts after that to be on Weapons & Equipment. In these rules, devices are pretty important, and play a key role in what your character can do.  Stay Tuned!

This is My Game – DeadOrcs Out.