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Star Frontiers Character Sheet

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  1. Makes your character sheet shows the green "Player Sheet" at the very top.
  2. Roll for your ability scores and put the results in the BASE portion of the appropriate ability score in the PHYSICAL DATA area.
  3. Make sure you put your STA score also in the STA area at the top of the character sheet (or Health Record at the bottom).
  4. Now go to the PROFILE tab and pick your Race - it will automatically fill out the walking/running/hourly data and any racial abilities
  5. Add physical, background and personalty data you would like to flesh out your character. Ask your Referee how much starting credits (and assets if the Referee uses them) you will have.
  6. Switch to the CAREER tab and under the box XP, put how many starting XP your Referee says you will start with. Also choose a PSA (Primary Skill Area).
  7. Add Current Employer, Position and previous positions to flesh out the character even more - this may be based on your campaign so check with your Referee.
  8. Got to the SKILLS tab. Skills cost is based on the rulebook and automatically adjust based on your PSA. Spend your XP on skills and follow the starting character guidelines that your Referee allows.
  9. You will need to subtract your spent XP from your current XP when you are done.
  10. Go to the COMBAT TECH tab and purchase your weapons, defensive screens, defensive suits and energy systems (powerpack). Only the defensive suit cost and weight is added to the total weight and cost on the GEAR tab
  11. There are 5 containers to group your gear (usually beltpack, backpack, kits, etc.) Add Weapons, Screens, and Power packs to your Packed Gear. Then add your Kits and other equipment as you need them. Your Referee may have further rules around using slots, etc.
  12. Place consumables such as clips, hypo shots, food, and water and other things you want to track under the CONSUMABLES section - no weight or cost is added so you will need to add those if they have a cost or weight (many consumables are subsets of other gear).
  13. If you own a computer you can list the information there. Computer cost is not added to your TOTAL GEAR cost above.



At the very top of your character sheet there is a toggle between the PLAYER SHEET and the REFEREE SHEET. As a player you only need to focus on the player sheet and if you are a Referee, the REFEREE SHEET allows you to enter Robot, creature or vehicle information. There is also a settings page for custom races and other options. As we add more detail to the character sheet, additional options maybe listed.


These special buttons only work if you have this API installed: ChatSetAttr. I am also using the Power script for detailed information. The AMMO API is used to decrement ammo when firing (otherwise you will need to do this yourself). The character sheet functions normally without these APIs but will provide added benefit for those that use APIs. Without the APIs these buttons do nothing.


This tab contains all the ability and derived ability scores. Upon character creation you enter in the BASE score of all of your abilities. This number should never change after character creation. When you spend XP to improve your character you put that number on the XP portion and it will add it to the final SCORES box. There is also a MOD box which cannot be directly changed. Any ability modifications (See Global Modifiers) will be applied here. The SCORES box will then add up your BASE + XP + MOD to get your final score that is used in ability, skill, and combat checks.

Ability checks are handled by simply clicking on the ability you want to check and then adding any additional modifiers. The result includes how much you either succeeded the check by or how much you missed it. This helps when figuring out who one a contested ability check.

  • RACE = This is a read only field of your race as you selected in the PROFILE tab.
  • IM (Initiative Modifier) is RS (Reaction Speed) / 10 (rounded up as per the Alpha Dawn rules)
  • PS (Punching Score) is STR (Strength) / 20 (rounded up as per the Alpha Dawn rules)
  • RW (Range Weapon) = 1/2 DEX
  • PMW (Power Melee Weapon) = 1/2 STR
  • FMW (Finesse Melee Weapon) = 1/2 DEX

INITIATIVE BUTTON There is also a Initiative button that rolls initiative for your character. It is important to note that you need to have your character SELECTED prior to clicking it for it to accurately provide an initiative amount.


This section was added so you can stay on the Character Sheet during combat. It lists the range and melee weapons you listed in your COMBAT TECH tab. You also need to list the current AMMO amount that weapon has currently loaded into the weapon.


  • Weapon name is re-displayed
  • ACC = the weapon accuracy including any weapon skill you might have for that weapon type (which should have been accurately represented in the COMBAT TECH tab)
  • DMG = the number D10s of damage the weapon does. For example a 4D10 weapon = 4 in the DMG tab.
  • SETTING = This is the attack macro that is being used. Each one is described below:
  • ROF:1 = Use this for all single shot attacks
  • ROF:2 = Use this when firing twice against the same opponent or two opponents of equal modifiers (Only capable with ROF 2 Weapons)
  • ROF:3 = Use this when firing three times against the same opponent or three opponents of equal modifiers (Only capable with ROF 3 weapons)
  • Stun = Use this if your weapon has a stun mode and you are using that mode (such as a Sonic Stunner)
  • Blast = If you are firing an area attack weapon like a grenade, missile, etc., use this macro type
  • Burst = If you are use a weapon with burst fire mode and are attacking with it, use this macro type (You will need to state number of targets, ignore extra target selection)
  • Primitive = If you are using a primitive weapon (this will soon be eliminated)
  • AM TYPE = If your weapon uses CLIPS or single ammo choose CLIPS. If your weapon is uses SEUs and they are out of your SEU pool then choose the SEU selection.
  • A P S = Stands for Ammo Per Shot (this will be changed to Variable option (next update)
  • AMMO = This is the amount of ammo currently in your clip or in your weapon.
  • ATTACK BUTTON = The Dice symbol is the actual attack button when you are ready to make your attack.


  • Martial Arts has been added when you wish to attack unarmed. It has one additional Attack Macro than regular Melee Weapons
  • WRESTLE: A Wrestle attack macro has been added when trying to wrestle an opponent.
  • Weapon name is re-displayed here
  • ACC = The weapon accuracy which takes in account if you are using Power (STR) or Finesse (DEX) attacks. It also adds Weapon Skill and Weapon Modifier from the COMBAT TECH tab.
  • DMG = the number D10s of damage the weapon does. For example a 4D10 weapon = 4 in the DMG tab.
  • Another Damage box has been added to include PS damage (and additional Martial Arts damage). Remember that when attacking Finesse - you do not get your Punching Score added to damage.
  • ATTACK = This is the type of attack macro that is being used. They are described below:
  • Lethal = This is the regular damage you do with your melee weapon
  • Stun = If your weapon has a stun mode and your attacking in that mode - then use this macro (like Stun Stick, etc.)
  • STYLE = This is the type of style of combat you are using:
  • STR (Strength) uses the PMW Attack Score
  • DEX (Dexterity) uses the FMW Attack score. Some weapons can only be used in a finesse style (like stun stick)
  • AMMO = This is the current ammo that the weapon has in it's clip.
  • ATTACK BUTTON = The Dice symbol is the actual attack button when you are ready to make your attack.


The medical record has 4 sections: Health Record, Global Modifiers, Critical Trauma and Active Conditions

  • Health Record includes the current STA. Wound Damage is general combat damage you face, while special damage is damage from disease, poison, radiation, or infections.
  • Critical Trauma allows you to list all special damage by type or even every major wound type (some Referees may have a critical hit system that allows additional trauma)
  • Global Modifiers allow you to make modifiers:
  • ABILITY MODIFIERS: All Ability modifiers go here. Encumbrance automatically applies a -10 to DEX and RS for example.
  • GLOBAL: This is where you can modify ALL ability scores at once
  • CARRY: You can change how much you can carry. 1 = default value of 100% carry capacity. An example of this is if you are wounded your carrying capacity is halved (0.5) value.
  • MOVE: This is a modification to your current movement. 1 = default value of 100% movement. If you are moving through terrain that provides a 0.8 or 80% movement.
  • ATTACK: This is the modifier for global attack. If you are wounded you have a -10% on attack rolls - so you could add that here. This changes your RW, PMW, and FMW derived scores.
  • Active Conditions is where you list any poisons, diseases, infections or other active conditions that you may have that is going on.



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.



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.





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.