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== Characters == Unlike other TSR products of the time, they don't have a career "class" that dictates their aptitudes. Characters are skill-based instead, although the character picks a Primary Skill Area (PSA) that allows the character to pay half-price for advancing skills in that area (a concept TSR would revive decades later for the also-short-lived [[Alternity]]). Attributes are percentile, and are allocated as pairs. The pairs are: * Strength / Stamina * Dexterity / Reaction Speed * Intuition / Logic * Personality / Leadership Attributes are usually identical in pairs, though racial bonuses or spending experience points can change that. Race plays a very important role in Star Frontiers. Most Star Frontiers NPCs use race as a shorthand for the personality to expect (except Humans, of course, because Humans are always the jack-of-all-trades/unpredictable race). There are five major races in the campaign setting, four of them are playable: * The amorphous thoughtful Dralasites (+5 Str/Sta, -5 Int/Log, multiple limbs, Lie Detection), * The gangly curious Humans (+5 to any single ability but not both in a pair), * The insectoid dedicated Vrusk (-5 Str/Sta, +5 Int/Log, Ambidextrous, Sense Motive) * The simian fierce Yazirians (-10 Str/Sta, +5 Dex/RS, +5 Int/Log, Night Vision, Gliding) These four races are allied for setting and exploiting the frontier sector that is the default campaign setting. [[Image:StarFrontiers_Races.png|center|800px]] The fifth major race is saved for the BBEG: * The maniacally violent vermiform Sathar (-5 Dex/RS, -5 Int/Log, +0/+20 Per/Ldr, Hypnotism) They are written intentionally as an enigmatic BBEG race for the GM to use for spooking the players or setting up a conspiracy. Finally we have four supplementary races released in Zebulon's Guide to Frontier Space the last supplements for Star Frontier before it got completely canned. Three of these races are brand new and are: * The spiritual [[Dwarf|dwarfen]] isolationists Ifshnit (-5 Str/Sta, -5 Int/Log, Nictitating Membrane, Innate Skill) * The bizarre parthenogenic individualist Osakar (+5 Str/Sta, +5 Dex/RS, -10 Per/Ldr, Highly Developed Smell, Advanced Linguistics) * The prideful warrior kangaroomen Humma (+10 Str/Sta, -10 Per/Ldr, Spring Charge, Resist Poison, Prehensile Tail) The final race is one that was released in previous supplements but wasn't given player stats until Zebulon's is the Mechanon who like the Sathar are really meant to be NPCs and villians, not player characters. Unlike the Sathar however, who have semi-reasonable stats for a player character, Mechanons' have laughably superior stats in the form of +20/10 Str/Sta, +10 Dex/RS, -20/+10 Int/Log, -20/+20 Per/Ldr. In addition to that they are Ambidextrous, have a built in laser pistol, Inferred and Starlight vision, and their Logic score is automatically set to 75 if it isn't naturally higher than that. Thinker Mechanons are a superior form of Mechanon with even better traits. In addition to the previously mentioned traits they get all forms of sight, a built in Poly-Vox, level 2 Persuasion, a base Logic of 95, and get a rifle instead of a pistol. Something you might have noticed while reading through these races is that a number of them also appear in [[Spelljammer]], albeit with different names and cultures. While a official explanation was never given it's pretty obvious that they wanted to reuse Star Frontiers content in D&D as to not let it go to waste.
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