5PFH to Flying Lead - Character Creation

Character Creation & Conversion

In order to play 5PFH with its own campaign system, adapted to the background I want and my figure collection, and using my own adaptation of Flying Lead for the actual combat, rules on character creation and conversion follow.

It is highly advisable to create and run the campaign with a 5PFH Roster, and convert for each battle.



Create a 5PFH character

It is best to create a 5PFH character initially.

In the universe I want to run, and based on the figures I have, I don't imagine aliens being among the crew.  I do however imagine crew members with sometimes impressive amounts of cybernetics.  A Primary Alien roll on crew type can be interpreted as a crew member with a specific cybernetic rig.

Baseline Human =  Human with no or minimal cybernetic implants

Engineer = Human-AI Interface rig.  5PFH campaign or roster effects only.

K'Erin = Martial Arts rig.  In melee combat, roll two dice and pick one.

Soulless = Emotion-Dampener rig.  Gain Body Armour 1.

Precursor = Memory Implant rig.  5PFH campaign effects only.

Feral = Sense Inhancer rig.  If there was a turnover on the last round, must be the first character to act this round.

Swift = Agility rig.  Movement effects as stated.

 

Strange Characters :

Primitive : gains CQB Specialist

Feeler : 5PFH roster and campaign effects only.

 

Reactions = Q

1 = 5+

2= 5+ and gain Reroll Q Failure

3 = 4+

4 = 3+

5 = 2+

6 = 2+ and improve 1 other character's Q de +1 during a battle


Combat = C

0  =  +0

+1 = +1

+2 = +2

+3 = +3

+4 = +4

+5 = +5


Speed = Movement

3" or less = S

4" = M

5" = M & gain Sprinter 1

6" = L

7" = L & gain Sprinter 1

8" = L & gain Sprinter 2


Toughness = Resilience

3 = gain Resilience 5+

4 = gain Resilience 4+

5 = gain Resilience 3+

6 = gain Resilience 2+

 

Luck

Gain Luck #


Scenarios

Potentially add some ideas as to additional objectives for scenarios; although it will be best to play out a couple of straight up games first.  The Story Track (p.153) would be a very nice way of integrating this, without having to write a scenario for every encounter.

There are some interesting ideas in Appendix VII : Game-Mastering Five Parsecs (p.162)



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