FrontierSpace: Random Overview

FrontierSpace is the 3rd(?) setting for DWD Studis 'D00Lite' engine.

It is , at its core, a simple d100 roll under mechanic that replaces skills with careers as skills. So instead of having separate skills for Fusion plant repair, hacking, AI programming this falls under the 'skill' Technician.

The skill level can be used to modify whichever Ability score is relevant to the task at hand. If you are hacking a computer, it may be TECHNICIAN + INTELLIGENCE, if you are trying to persuade an AI, it may be TECHNICIAN + WILLPOWER.

In combat, initiative is rolled each round, and a player rolls a number of d10s equal to their initiative score, taking the best. (Cards may also be used).

Multiple actions may be taken (including reactions) at a -20 for each successive action. Rolling doubles will be a critical failure if it rolls above the target number, or a critical success if it rolls below.

One area where FrontierSpace is different, however, is that skills start at a negative. If you have no training, you are at -20, and roll disadvantage. Starting character will typically have a 0 in their apex skill and two -10 skills, or possibly two skills at 0.

Once your skill gets to +10, you may buy certain career specific benefits (think feats or edges).

Destiny points are the 'narrative currency' of the system, and you will get less of them as your character grows. (Characters lacking combat skills will always have a couple.)

Let's say we want to create Not Jayne Cobb. Not is a thug and a mercenary, and has little else to recommend him.

We roll 2D10 6 times, and consult a chart to see what that translates to in terms of score. The range is 35-75.

Since Not is human, we go to the origin table and work out that he is a Gun for Hire, and he gets two Positives and one Negative. Given his background, we add 5 to STR, give him Social Advantage with underclass folks familiar with the Hero of Canton legend, and also tack on a 1500 credit bounty on his head from the folks that run Higg's Moon.

Stats:STR 70, AGI 60, CRD 60, PER 55, INT 55, WIL 45

Once the attributes are settled, we move on to skills. Rules as written says 1 skill at 0 and 2 at -10, but cost-wise two at 0 works the same and reflects his more... narrow... range of interests.

Marksman +0, Warrior +0

Specialties must be selected in for some skills, but are optional for others. When selected, you add +10 for your specialty, and suffer a -10 for everything outside of it. While Not Jayne has a fondness for Not Vera, his trusty assault rifle, that isn't his entire focus so he will not take a specialization.

Moral Code: Looking at Not Jayne's history, we select the following: Somewhat cruel, somewhat focused, totally selfish, somewhat deceitful, somewhat brave.

Descriptor: Select one that is baneful, and one that is helpful

1. Always looking for a better deal. (Not Jayne is Not loyal)

2. Dangerous, and proud of it. 

Equipment: Not Jayne gets 6 item picks, you can get more if you are smart, but he isnt...

2 picks go to the 'standard equipment pack'

3rd pick: Semiauto rifle with 20 rounds

4th pick:  Security Ballistic Suit

5th pick: 2 spare payloads of ammo

6th pick: Monosword

Last step, derived characteristics:

Body Points (aka hitpoints): this is STR/2 rounded up, so 35.

MOVE is 9 as his STR gives him a bonus on top of what his species provides.

Destiny: only 1 point due to him being fairly combat capable.

Damage Bonus: +3 Melee, +1 Ranged

Language: Native language and Common. If Not Jayne was smarter, he could have more.

Other stuff: 0 Unspent Development Points, 0 Renown, 0 Rank and 300c a day mission pay grade.






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