Professional Path | Features |
---|---|
Core Professional |
|
Advanced Professional |
|
Master Professional |
|
RBF: Character Generation
- - - - - - - - - - - - - - - - - - -
Character creation is quick and fun. If you want to use a pregenerated character, click here.
Otherwise, get excited to create your very own Ranger! To begin, grab a piece of blank paper, or a spreadsheet or .txt file, and follow these steps.
1. Meet up!
- Discuss the game's theme: The setting, party goal, and character limitations with your game group. Here's a summary:
- In RBF, each fresh character is a newly recruited Alliance Ranger.
- The Alliance is a democratic federation of diverse and distant star systems in an isolated galactic sector, menaced by threats from within and without.
- As an Alliance Ranger you'll be sent on missions to defend democracy, rescue the innocent, defeat tyrants and insurrectionists, stop criminals, and recover lost treasures.
- Your mentors and commissioner are kind and earnest, but your department is underfunded, your squad is inexperienced, and dark forces are working to sabotage you.
- Expectations for your Character:
- New recruits should expect to start competent at two main skills and have basic familiarity with others. Psionic rangers' abilities are more powerful but difficult to control.
- Recruits will be assigned by staff to missions requested by Alliance Senators whose people are in danger for one reason or another, and cannot get sufficient help locally. However:
- The Alliance Ranger Agency is underfunded, and star travel is very expensive. You will have only minimal equipment, and initially will travel with senators until you can afford your own ship.
- Not only that, but anti-democratic factions of every type are constantly working to get the agency shut down. On missions, recruits should therefore consider their public impact as well as practical impact in resolving each challenge.
- Plans to become a politician
- You started in another government role, but you gained a powerful enemy there.
- You want to become a celebrity performer
- You don't believe in the rangers' ideals, you're here for the subsidized training and steady work
- You have an ambition to attain immortalilty
- You promised to locate a loved one who vanished one day
- You are committed to learn the lost history of your people or family
- You have long followed rumours about a hidden ancient treasure
- You used to be a gang member, and it is said "you can never truly quit"
- Your rural homeland is oppressed by an evil galactic faction
- Your true love or best friend is now a proud member of an evil faction
- You have wealthy parents who often attempt to break your commitment to justice
- You used to work for an evil megacorporation and still have friends there
- You were raised in an evil religious cult, and miraculously got out
- Your parents are part of a national ethnic supremacist society
- An inexplicable Supernatural Stalker follows you, and crimes follow in your wake
- You have an outstanding arrest warrant relating to a complicated situation
- Your sibling committed serial murders and left you a note about them
- The place you come from no longer exists, except for occasional cryptic hints
- You are an ardent believer in your religion, you love it and hope to promote it
- A mysterious super-criminal terrorized your hometown and was never caught
Personal Story
To drive them through the drama of the Blue Flame, each ranger must have a personal Story. A story is a personal goal that is tough to get, a powerful villainous group you brushed with in your past, or another interesting dramatic background. Improvise or roll 1d20:
1d20 Example Stories: - In RBF, each fresh character is a newly recruited Alliance Ranger.
- Therefore, good starting characters include the following:
- A youngest child of a wealthy household, known for their charm and hacking skills, rebelling against their privilege by volunteering to help the oppressed.
- A former corporate security guard, good with shooting and computers, who wanted to serve the cause of democracy itself rather than just defend shareholder value.
- A fledgling psychic prodigy, skilled at manipulating time and thoughts, from an oppressive mining world who volunteered for the rangers because their poor family could not afford a psychic academy.
- A former hive city gang member known for their artistry with a blade and their teleportation ability, who had a change of heart and wanted to do good deeds.
- A former pirate crew pilot with a talent for thievery who figured working for the Alliance would give them a better shot at glory than shooting truckers and stealing fuel.
- A mild-mannered Industrial Safety and Health Inspector with excellent engineering and perception skills, who was transferred here as punishment for inspecting something he should not.
2. Species
- Species in the Blue Flame sector are quite diverse. Humans are sprinkled everywhere among the firey Cinterians, the ambitious Grai, the innocent Lapin, the heedless Ying, the elegant Aldar and countless other alien races without limit.
- Your selection of species does not in itself grant any special powers or bonuses aside from knowledge of your culture and a certain size. It is only to orient yourself in the game's galaxy. If you are unsure, pick Human.
- Races with special powers must earn those special powers by spending talents in step 5. For example:
- If you want to be an aquatic, flying, digging, or machine creature, get GM approval and take the "Aquatic/Avian/Earthen/Robotic Origin" talents respectively.
- Talk with the other players about how your character relates to their species, their culture, and to the others players.
3. Paths
- All RBF characters have core competencies in one or more of three areas, marking you as destined for adventure. Each path can be thought of as one half of a character class.
- In a standard game, you start with 2 of the below paths. This means you can take two different basic paths or the basic and advanced level of the same path.
- Later on, additional paths can be purchased with the "New Path" talent for 20 XP. Alternative game modes may start players with 0, 1 or 3 paths instead of 2.
Fighter Path | Features |
---|---|
Core Fighter |
|
Advanced Fighter |
|
Master Fighter |
|
Mage Path | Features |
---|---|
Core Mage |
|
Advanced Mage |
|
Master Mage |
|
4. Skills and Talents
In a standard game of RBF, after taking their starting 2 Paths, your character adds 2 Talents and 8 more skills with the following levels: (3,3,2,2,1,1,1,1).- Choose eight skills and two starting Talents in any order.
- Set two Skills to level 3, two to level 2 and four to learn at level 1. [3,3,2,2,1,1,1,1].
- Each of your best (level 3) starting skills must be in the categories of your Paths.
- For example, if you start with the Core Mage Path and the Core Professional path, then your level 3 skills must be one arcane and one professional skill.
- The other skills can be in any category permitted. Note that only Advanced Mages can take more than one arcane skill.
- Then, take 2 talents from the Talents list for which you qualify.
- One of your 2 talents must be in the categories of your Paths.
- For example, if you start with the Core Fighter Path and Core Professional path, then one of your talents must be a combat, defensive or professional talent.
5. Health and Energy
Assign your health points [HP].- The character's health points determine how much physical abuse they can endure before being taking a serious wound.
- Base HP is equal to 10 + Resilience + Athletics + Combat skills. Paths, Talents and other features may add more.
- Health regenerates at a base rate of (1 + Resilience skill) per 4 hours of good comfortable rest and healthy food--but, if players are exhausted, diseased, poisoned or wounded, they must recover from that first before recovering HP.
- You cannot recover any health or conditions if you are resting in poor conditions (GM's discretion).
- Only characters with Mage paths (or the Meditation Expert talent) get energy points.
- The character's maximum Energy Points are typically this is equal to 5 + Meditation Skill, plus other bonuses.
- For example, an Advanced Mage with level 3 in Cryomancy and 4 in Metaphysics has 5 + (3 + 4) = 12 maximum Energy Points.
- If you spend your energy points, you recharge them at a base rate of 1 + [Meditation Skill] per 4 hours of rest.
6. Movement & Inventory
- Assign your Movement, equal to 3 + your single highest skill of (Melee or Brawl or Athletics). The character's movement represents how many spaces or meters you can move with one Action in combat.
- If needed, your maximum inventory is 6 items + 2 * Athletics skill. It applies to all items worn, held, or carried in packs or pockets. Especially large items, such as a large vehicle power cell or a barrel of whiskey, must be held in 2 hands.
7. Items and Money
- Each character starts with $300 in their bank account, no exceptions. Wealthy young people may have more in a trust account that is inaccessible but managed on their behalf.
- The GM will assign your character some starting equipment, based on your background and top skills.
- A former starship engineer might start with a set of power tools and a box of spare parts.
- A safety inspector might start with tools for detecting faults, pests, radiation and gas leaks.
- A former private detective might start with a revolver, kevlar vest and forensic kit.
- A former assassin might start with a fine blade and a single-use invisibility mutagen.
- A former space marine might start with an auto-rifle and ceramic plate armor.
- A musician might start with instruments, plus portable microphone and loudspeaker.
8. The Fellowship
- Agree with the other players on why your character is committing wholeheartedly to join the Alliance Rangers and entrust their life to these specific friends on an Adventure of Cosmic Peril.
- That's it! At this point, you can set out to join your party for their adventure!
- - - - - - - - - - - - - - - - - - - -
Character Advancement
- - - - - - - - - - - - - - - - - - - -
After they are created, player characters (PCs) in RBF can grow in skills and talents as they gain experience, but they remain free to keep or change their motivations, flaws, goals and personality as fits the fun of the story.
- When RBF characters complete one specific mission objective in the adventure, they acquire 1 experience point (XP), which can be saved or spent on skill and talent improvements, as described below.
This helps ensure that players always have a good reason to seize the moment and get into trouble in the game's story.
Examples of how to acquire experience points:
- If players are an elite squad charged with rescuing hostages from terrorists over a 5-session mission, then when the action is complete, the GM might award them 1 XP for each hostage rescued.
- If players are archaeologists on a mission to locate traces of ancient civilizations from uncharted space, the GM might award them 1 point for each alien artifact recovered.
- If players are refugees fleeing an apocalypse, the GM might award them 1 point each time they find a new vehicle, food source, fuel cache, or ally.
- A character who maximizes their main combat & defense skill and talents will become akin to a city-level super-hero (able to fight six TN12 thugs single handed) after about 25 xp post-character creation.
How to spend experience points (XP):
- The player must declare to the group their intent to spend XP on a skill or talent, when they intend to do so.
- The player must give a reasonable an in-game explanation for the increase in the character's abilities.
- If the GM asks, and the player can't coherently explain how their stone-age hunter gained computer programming skills in a steaming jungle, or how their bookish scientist learned kung-fu during a bus ride, then it cannot happen, and the player must choose another upgrade or save the points for later.
Talent Advancement:
To acquire a talent, after meeting requirements, declaration and approval, a player simply spends 5 XP and then selects the desired talent from the talent list. Note that each talent may have its own special requirements.- For example, before taking the "Sword Elite" talent, the player must have at least the "Sword Expert" talent.
Statistic Advancement:
- Health points, Energy Points and movement increase immediately after you increase the skills and talents that feed into them.
- If a new feature would increases your health or energy points, increase your current and maximum points by that amount.
- For example, if you have Melee skill 3 and acquired the Melee Elite talent, your current and maximum health points would increase by +3.
Skill Advancement:
You can improve skills by spending accumulated experience points. Note:- The maximum level for any skill is 6 - this is the limit of mortal ability.
- In order to advance one arcane skill, the player character must take the Core Mage path. To advance two or more, the Advanced Mage path is required.
Skill advancement costs are as follows:
New Skill Level | XP Cost to Advance by 1 Level to this Level | XP Cost TOTAL for this level | Description |
---|---|---|---|
Untrained | 0 | 0 | Unfamiliar, you have a -2 penalty with this skill | 1 | 1 | 1 | Basic training. You can do the simplest type of work while calm, but mistakes are very likely when pressured, and advanced projects are out of the question. |
2 | 2 | 3 | Employable worker. You can perform the basic tasks with time, but advanced techniques are beyond your grasp and risky situations are dangerous. |
3 | 3 | 6 | Standard professional. You are usually cool under pressure for basic tasks, and can attempt advanced techniques while calm. |
4 | 4 | 10 | An expert that others rely upon. You usually succeed on advanced risky challenges (TN 12). |
5 | 5 | 15 | Elite skill. You have a slightly above-average chance on difficult challenges (TN 14) and anything below that is usually easy for you. |
6 | 6 | 21 | Maximum mortal potential. You have a clear advantage (67%) on difficult risks (TN 14) and can attempt great works while unbothered. |