Main Page Character Creation Character Sheets Combat Enemies F.A.Q. GM Guide Items Lore Skill Checks Skill List Spells Survival & Travel Talents List Generators

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!

  1. 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.

      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:
      1. Plans to become a politician
      2. You started in another government role, but you gained a powerful enemy there.
      3. You want to become a celebrity performer
      4. You don't believe in the rangers' ideals, you're here for the subsidized training and steady work
      5. You have an ambition to attain immortalilty
      6. You promised to locate a loved one who vanished one day
      7. You are committed to learn the lost history of your people or family
      8. You have long followed rumours about a hidden ancient treasure
      9. You used to be a gang member, and it is said "you can never truly quit"
      10. Your rural homeland is oppressed by an evil galactic faction
      11. Your true love or best friend is now a proud member of an evil faction
      12. You have wealthy parents who often attempt to break your commitment to justice
      13. You used to work for an evil megacorporation and still have friends there
      14. You were raised in an evil religious cult, and miraculously got out
      15. Your parents are part of a national ethnic supremacist society
      16. An inexplicable Supernatural Stalker follows you, and crimes follow in your wake
      17. You have an outstanding arrest warrant relating to a complicated situation
      18. Your sibling committed serial murders and left you a note about them
      19. The place you come from no longer exists, except for occasional cryptic hints
      20. You are an ardent believer in your religion, you love it and hope to promote it
      21. A mysterious super-criminal terrorized your hometown and was never caught

  2. Therefore, good starting characters include the following:

2. Species

3. Paths

Professional heroes, whether crafty engineers, daring archaeologists, dashing rogues or dazzling performers, have broader and stronger professional skills than other adventurers, adaptable in a wide variety of situations. Advanced professionals are highly reliable with one skill and can call upon their determination and focus in any situation to ensure they get what they need, while Master professionals are adept with more skills and learn quickly.

Path skills: All Professional and Social Skills
Professional Path Features
Core Professional
  • You can always choose to roll any professional skill with 4d4 + skill.
  • Expertise: You get 1 extra Professional Talent of Expert level. Your professional expert talents only require skill 1 instead of the usual 3.
  • Jack of all Trades: You take no penalties for being untrained in any non-arcane skill.
Advanced Professional
  • Choose one professional skill: You can always roll this skill with 3d6 + skill.
  • Determination: If you roll a normal fail with any professional skill, you and your character can perceive and choose at least one other option to partially succeed at a cost or complication.
  • Focus: Once per scene, you can roll any professional skill with +1 additional advantage die. You can activate this ability before or after the roll.
Master Professional
  • Choose a second professional skill, you can roll it with 3d6 + skill.
  • Talented: Receive a 1-point discount on the cost of all talents for which you qualify.
  • Open Mind: Each time the GM awards skill points or other advancements to the party, you get +1 extra XP.

Fighter heroes are remarkable for their confident accuracy with attacks and their ability to use creative tactics on any strike. Advanced fighters gain surpassing skill in certain weapons and can shrug off significant amounts of physical harm even outside of battle, and master fighters are able to react quickly and escape certain death.

Path skills: Combat and Defense Skills
Fighter Path Features
Core Fighter
  • Dangerous: When you roll a basic miss with Melee or Brawl, you deal half damage to your enemy instead of none. Shots still miss.
  • Warrior: Each time you hit with a combat skill, apply one feasible technique, 1-turn condition, or minor effect, at no action cost.
  • Armsmaster: You gain the option to roll 4d4+skill for any combat or defense skill.
Advanced Fighter
  • Combat Focus: Choose one combat skill you posess. You can always roll 3d6+skill for this skill.
  • Resolute Technique: Once per combat, guarantee a basic hit by you or a basic miss against you or an ally adjacent to you, before or after rolling.
  • Veteran: +5 to your maximum health points.
Master Fighter
  • Nine Lives: Once per session, guarantee a critical success on a defense roll, before or after rolling.
  • Reactive: You get +1 maximum reaction per combat round.
  • Battle Scarred: Take an additional +5 to your maximum health points.

Having practiced strange arts under stringent masters for many long seasons, those with the gift of psychic ability gain access to powerful yet unpredictable arcane arts, and the special Energy resource to spend on them. Advanced mages know multiple schools of arcana while master mages can draw upon myriad channels of power. Unlike fighters and professionals, however, success in casting remains risky even with high skill.

Path skills: All Arcane Skills
Mage Path Features
Core Mage
  • Gain access to one arcane skill you choose. You can learn and advance this one arcane skill, but not yet others.
  • You gain current and maximum energy points equal to 5 + Meditation.
Advanced Mage
  • You can now learn and advance up to three different arcane skills.
  • Add all of your Arcane skill levels to your maximum energy points.
Master Mage
  • You can now learn and advance up to five different arcane skills. Floor your skill at level 1 in those five skills now.
  • You are permitted to train all arcane skills up to level 7, using otherwise normal rules.
  • +1 to your spell critical success chance.

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).

5. Health and Energy

Assign your health points [HP].

Assign your Energy Points [EP].

6. Movement & Inventory

7. Items and Money

8. The Fellowship

- - - - - - - - - - - - - - - - - - - -

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.

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:

Note there is no need for advancement in this game. However, if you do use advancement, keep the following in mind:

How to spend experience points (XP):

  • Burning XP: At any time, a player may spend or "burn" 1 XP to reroll 1 skill check, or add +1 to a check. They must declare to the table when they are doing this.
  • Skill upgrades and new talents may be purchased with XP at any time. However:
    1. The player must declare to the group their intent to spend XP on a skill or talent, when they intend to do so.
    2. The player must give a reasonable an in-game explanation for the increase in the character's abilities.
    3. 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.
    4. Once approved, the player must tell the group about how they advanced, and note the advancement spending on their character sheet or log.

    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.

    Statistic Advancement:

    Skill Advancement:

    You can improve skills by spending accumulated experience points. Note:
    1. The maximum level for any skill is 6 - this is the limit of mortal ability.
    2. 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.
    3. 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.

      That's it!