Starting higher level characters

jedion357's picture
jedion357
May 4, 2013 - 4:31pm
In Alex Curylo's "Careers in Star Law" article from Dragon #91 he detailed how to start a beginning character in Star Law.

There were some requirements for ability scores- four of the PC's ability scores had to be 5 pts above the racial averages and two of them had to be INT and LOG. Then the character got to add 5 pts to either STR or STA and to either DEX or RS due to continued training.

Military PSA characters got two 5th level weapons skills, 2nd level martial arts, 1st level Demolitions

Tech /Bio-social PSAs got a 5th level and 3rd level skill fromt he appropriate PSA, a 2nd level ranged weapon skill (usually beamed) and 1st level non ranged weapons skill (usually melee weapons)

I think its workable- 5th level fighting skills make a star law agent the Sherrif in town in a big way but a 5th or 6th level combat robot or two will take a piece out of him.

This of course works for the AD system. Perhaps it could be tweaked for other systems.

Something similar could be worked out for a host of other careers.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!
Comments:

Shadow Shack's picture
Shadow Shack
May 4, 2013 - 5:34pm
By the book if you were to start a KH game with fresh characters you would certainly be starting with "higher level characters".
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

jedion357's picture
jedion357
May 5, 2013 - 6:34am
I dont like the KHs rules at all. much prefer the fan rules available for the community's fan magazines.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Shadow Shack's picture
Shadow Shack
May 5, 2013 - 8:29am
All that aside, the simple fact that canon allows for starting high level characters is testimony to the concept. Spacefleet mandates a 50 in six out of eight ability scores with one of them being LDR. For that you get some cherry high level skills and a well rounded character --- everyone gets a lv-2 ship skill plus lv-1 gunnery plus all the PR skills that accompany both, your most versatile characters are going to be the pilots and engineers with two tech skills each along with the gunnery skill & corresponding sub-skill(s).
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website