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Star Frontiers Character Sheet

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Revision as of 04:19, 27 May 2016 by Pierre S. (Talk | contribs)

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  1. Fill out the top portion of the General Data
  2. Go to the Ability Scores tab and enter in your beginning ability scores (make sure the drop down box shows PC/NPC)
  3. Then go back to the Character tab and copy your STA score in the Current STA field under the Medical Record.
  4. Enter in the Racial Abilities and the rest of the fields as needed in the Personal File
  5. Under the Skill tab - choose your PSA and then make sure that it is checked next to the name in black. This will make sure that you pay the appropriate amount under XP calculations.
  6. Spend as much XP as your GM allows you to spend with his game (usually 20)
  7. Under the Combat tab List any Range or Melee weapons, Defenses (Screens and Suits) as well as any power equipment (beltpacks or backpacks). You will need to click on the "on" tab to populate the fields. Then write your current SEU in the box next to it.
  8. The Gear tab is where you put all of your equipment. Under the Mission tab are items that weigh something. Do not put ammo, kit items, or items that weight less than 1 KG in this section (unless your GM tells you otherwise)
  9. The Mission tab allows you to put your occupational and employee data as well as your previous mission data. It also has a mission profile that you can list information about your current mission.
  10. Ignore the Robot and Creature tabs as these are not used in character creation. If you have purchased a robot or have a creature pet - you will use a separate character sheet to fill their information out.



This is just basic information about the character. The only important field that is utilized throughout the sheet is the Race drop down box. If the Race is Robot or Creature it uses the ATTACK score to determine the Range and Melee weapon attack scores (they show up as RW, PMW, and FMW on the character tab). All other race choices use the standard rules (See below)


This tab contains all the ability and derived ability scores. This lists the fully modified score and cannot be manipulated here (See ABILITY TAB). The TEMP Mod is where you can modifier your ability scores do to effects and other like modifications to the ability scores that are temporary. They modifier both sets of scores equally.

IM (Initiative Modifier) and PS (Punching Score) are calculated exactly as per the Alpha Dawn rules. RW (Range Weapon) = 1/2 DEX, PMW (Power Melee Weapon) = 1/2 STR, and FMW (Finesse Melee Weapon) = 1/2 DEX. Finesse attacks do not add the PS (Punching Score) modifier to the damage.

Clicking on any of the Ability score names (STR for example) will roll an ability modifier check using a standard roll template. It will ask for a modifier to apply (if any). Clicking on the IM button will roll initiative for your squad (using standard squad initiative rules). If you play a Star Frontier's variant where each person rolls initiative then it can still be done here.

The section to the right of the ability scores, lists the base ability scores that you roll upon character creation. Make any racial modifications as well under the base scores. When you gain XP you can spend it to increase ONE ability of the two sets. These XP increases get added together and totaled under the Ability XP.


As in the original character sheet this is where your CURRENT Stamina is recorded. Any damage to your stamina is applied here and any Stamina check uses this number. Critical Injuries list any specific injuries, their location and how much STA DMG is applied. This is very important when distinguishing between wound damage versus other types of damage (which can't be healed by biocort). Just remember to erase it when you have been healed the amount and apply any healing to the Current STA section

The Current Effect is where you would put poison, disease, radiation, starvation, environmental effects, etc that would have a S (Severity usually in terms of damage) and D (Duration which is either in rounds, hours or days).


Personal file has a place for your racial abilities, experience points, physical description, background, credits, pay per day, citizenship, home planet and system as well as your name (player).

You fill out what your racial ability is add the starting amount (such as 15 for comprehension or 5 for battle rage). If you spend XP points you add that XP to the appropriate racial ability and it will add it to the % column which is where you roll that racial ability. (Will be adding Racial Ability checks on later version)

Current XP lists how much XP you have earned but have not yet spent. The TOTAL XP is amount of XP that you have spent on everything: ability score increase, racial abilities, and skills.

The rest of the fields are self-explanatory. If you choose the OTHER option under home System (Planet) then you can put the actual location under the background and explain it in more detail.



The first part of this tab is where you choose your PSA or Primary Skill Area. I have included Spacer and Mentalist as optional PSA. If you just want to play the standard 3 then have the players click the box next to Spacer PSA and Mentalist PSA. Any skills they purchase in either of those two categories will be at the reduced PSA cost. They just need to put the level and the XP automatically calculate the TOTAL COST for that level. The total XP at the top right lists the total amount of XP spent on all skills.


Any skill that has sub-skills (except Martial Arts and the Mentalist PSA which may come at a later time if I get requests) is listed under the skill. You must uncheck the "Hide Subskills" box under the primary skill. This will then show all related subskills. Subskills that need to be rolled have a Roll button and will ask a series of questions. Once these questions are answered the results will be rolled and shown on the right.

Some skills are rolled secretly and the GM will see the results while the player will only see his chance (the exception to this is identify robot which would give away the robot's level. All skills also will ask for a misc. modifier in which you can adjust the percentage chance based on a variety of outside factors).

Robot subskills need an active robot to target. If there is none - simply create a base robot and give it a level. The medical subskills will need a target (patient) - again simply pick anyone if the patient is available on the screen.

All skills are based on the Alpha Dawn written rules, Knight Hawks rules, or the digital rules for the mentalist.


This is where you will be for most of your combat. You can have a total of 4 range weapons listed and 2 melee weapons. Martial arts or unarmed combat has it's own area. 3 of the range weapons and 1 of the melee weapons are hidden but will expand into view if needed.


Range weapons 1st row includes a damage (x per D10), ROF (Rate of Fire), the weapon's defense, Skill that it uses, Ammo type (Clips or SEU Pool), APS (Ammo per shot - used mostly for bursts and energy weapons), clip count (current / max) and SEU amount. You cannot change SEU count within the range or melee weapon area (it is done in the energy record area).

The second row lists the macro type (explain below), blast radius in meters, range (by category), it's mass (weight in KG) and Cost. There is also the Fire button that can be dragged down to the bottom of the screen to be used.

The macro button has 5 different ways to use a range weapon: Standard Attack is your standard one off attack with a modern range weapon. If your weapon has stun capability the Range Stun Attack macro allows you to use the stun setting. If your weapon is a grenade, mortar or grenade rifle you would choose the grenade attack macro. If your weapon is being fired in burst mode (10 rounds) then you need to change the APS to 10 and use this setting. This is the only attack that doesn't choose targets - instead you just enter the number of targets and it will do the rest of the calculations. The last setting is the primitive attack setting and this is for bows, crossbows and other "primitive weapons"

For grenades you can put 0 on the damage (such as a Doze or Tangler grenade)


The first part of this section is the Unarmed Attack. This will list the damage (based on Power or finesse), and put down the attack score and total attack score. By choosing power or finesse this will change depending on your Strength or Dexterity scores. The ATT button then rolls that attack.

The Melee section has all the similar columns as the range weapons with these exceptions: DMG BNS (is the amount of damage based on finesse or power that is chosen), POWER drop down box allows you to choose whether you use an SEU clip or the SEU pool or if the weapon doesn't have power.

On the 2nd row of the melee weapon you have 2 macros: Standard Attack or Melee Stun Attack which can be used if your weapon has a stun setting. You choose either power or finesse attack options, add any weapon mod bonus and the chance to hit will be listed under TOTAL. This will be modified based on what Melee style (power or finesse) you go with. Click on the attack button to make the attack.


The first part of this section is the screens. You must put the type of screen and whether it is on or off to get the protection to show the correct amount. The SEU is also listed but is based on the SEU Pool.

The armor section is where you put your skeinsuits, it's level of protection and the points that the armor has (and its maximum) as well as the protection type (Inertia, Albedo, or Sonic).


The final section is the Energy Record. This section is quite simple. If you have a power backpack or up to 2 power beltpacks you just click the box and the SEU, MASS and COST is automatically populated. It also populates the SEU total section on underneath. The first box is where you subtract the amount of SEU used by either your screens,weapons or misc items.


The gear tab has 2 main sections. Mission gear and commodity gear.


The mission gear is a list of 20 standard items that you can place the #, item mass and cost. The gear mass and cost which is totaled at the bottom multiplies the amount based on the #. For example if you have 4 laser pistols - the mass and cost will be multiplied by 4. Weapons and Energy systems will automatically populate but defenses and body-comp will need to be manually added.


The commodity gear only lists the #, item and location of that item. If for example you want to keep track of your Biocort and other medical gear within your medkit you can put down 20, biocort, Medkit for example in your commodity gear. If things cost money or weigh anything you an total those up and place them under a section of the Mission gear.


The last section of note is the encumbrance. This will list your carry (which is 1/2 your STR) and MAX carry (which is your strength ability score). The gravity level will also affect how much your items weigh (0.5 to 1.5). Gravity 1.0 is the standard earth gravity. It's important to note that this DIRECTLY AFFECTS THE TOTAL MASS field and not your Carry or Max totals.



The occupation tab is a role-playing element that I took from the Knight Hawks game. It lists your occupation, rank, employer type and employer name. It also lists previous missions that you can list as you accomplish missions.


The mission profile is the CURRENT mission you are on. It lists the mission description, employer, your position within the team, base mission pay and a repeatable section for mission or position objectives.



This area lists the name or identification of the robot, it's frame (standard, heavy duty, anthropomorphic), robot type, cost and it's level. It also lists it's movement speed base on the robot type description. It shows total move and hourly rate. This movement doesn't include hover, rotor, or rocket modifications.


Just like in the character tab this lists the ability score TOTALS. If you want to modify the base scores that needs to be done in the Ability Scores tab. It has the IM and PS tab just like in the character's tab but replaces RW, FMW, PMW with ATTACK which is 30% + 10% +per level.


This lists the robot's current STA, it's critical damage and any effects the robot may have that could affect its ability scores.


This is different than the energy record in the combat tab. This lists the robot's primary power (Type 1 to type 4 parabattery), a backup power source and gives an open energy device spot to list other types of energy. The total of this energy record is listed below. Robots can have backpacks and beltpacks like a character and the total of this energy record and the one in the COMBAT tab are added together in the COMBAT tab.

The last portion of this section is the SEU USE per hour which is the SEU cost that the robot expends when it is on. It then lists the number of hours the robot can function with the current energy level.


The open modification section is where you list any modifications such as modified movement or extra limbs, et.


The open modification section is where you list any modifications such as modified movement or extra limbs, et.



This section lists the creature's name, its type (carnivore, vermin, etc.), which planet is native to them and the size of the creature (Tiny to Giant). It also lists the movement speeds which are based on the rulebook.


These are both the same as in the Character Tab


This section lists the 3 primary fields: Special Defenses, Special Attacks and Ecology Notes. This is used by the GM (Referee) to describe what the creature can do both in attack, defense and general creature notes that are not listed in other sections. There is also a special macro section under the special defense and special attack that can be entered in. Then press the button to activate the macro.