Characters are composed of several distinct elements that collectively serve to depict how that individual interacts with the worlds around them, both in game terms and in story terms. These elements may vary somewhat between versions of the RFI:Freelancers system, but the most common forms are Attributes, Skills, Specialties, Talents, Traits, and Features. Together, these paint a picture of who the character is, what they are good at, and how they view the world around them.
Characters are, broadly speaking, divided into two types for the purposes of play:
In RFI: Freelancers, every character is defined by two foundational traits: Essence and Struggle. These traits are referred to as the character’s ‘Truths’ because they encapsulate the most defining aspects of who the character is and the challenges they face. These Truths provide critical context for a character’s actions, shaping what they can and cannot do and influencing the difficulty of the tasks they attempt. They function much like scene Traits, described in Core Rules, but are deeply personal to the character.
Essence defines what the character is about at their very core. It’s the most essential and straightforward description of who they are and what they do. This trait reflects their primary role, motivation, or identity and helps establish how they interact with the universe around them.
Examples of Essence:
Essence provides insight into how a character fits into the world of RFI: Freelancers and shapes their actions. It influences how the character approaches challenges and how others perceive them in the universe. A well-defined Essence serves as a guiding star for roleplaying and decision-making.
Struggle reflects the character’s internal or external conflicts. It could be a personal flaw, a difficult past, a bad habit, or an emotional drive that causes complications in their life. This trait adds depth to the character and serves as a source of tension and narrative development.
Examples of Struggle:
Struggle highlights the challenges a character must overcome, whether through personal growth or navigating difficult situations. It can create friction in interactions, influence decisions, or escalate conflicts, making it a powerful tool for storytelling.
Characters possess Traits, which represent persistent or permanent aspects of their existence. Each Trait is a concise descriptor—a single word or short phrase—that captures an essential part of who the character is and what they can do. Traits are versatile and can be utilized in the same way as Traits for locations or situations, serving to modify the Difficulty of tasks by making them easier or harder depending on the context.
Traits may represent a character’s species, nationality, heritage, or some other defining aspect of their origin, encompassing both significant and subtle differences. Traits can have both positive and negative effects, shaping how a character interacts with the world and how others perceive or react to them.
Characters gain Traits in a variety of ways:
Traits are inherently neutral—whether they benefit or hinder a character depends on the situation. There is no set number of Traits a character must have, but most characters start with at least one Trait tied to their species or profession.
For a full breakdown of Traits and their applications in gameplay, refer to the Core Rules.
As more persistent elements of a character, traits cannot be easily altered, gained, or lost. However, this does not mean that they are permanent, and significant situations can cause them to change. In either case, this requires working with the Gamemaster to find an outcome that’s interesting and will continue to matter in play.
A character’s Traits or Truths can be changed in situations where the situation within an adventure dictates they should change. For example, if a character’s Trait is reflective of their job, then losing that job can cause that Trait to change, as could gaining a promotion or gaining a different job, or it could cause the Trait to be lost (this cannot reduce the character to 0
Traits). At the GM’s discretion, a sufficiently significant event in an adventure can allow a character to spend 10
advancement points on gaining an additional Trait to reflect that event’s impact upon the character; this counts as an advancement, though the GM may choose to reduce the cost at their discretion.
In RFI: Freelancers, every character is defined by six attributes. These attributes represent the character's fundamental physical and mental capabilities, serving as a means of comparison between characters and reflecting their preferred methods for tackling challenges.
The six attributes are Agility, Cunning, Fitness, Presence, Reason, and Will. Each attribute has a rating that quantifies the character's ability, with higher values indicating greater proficiency. For Player Characters, these ratings typically range from 6
to 12
, with 8
representing an average level of capability. Non-player characters and creatures may have attributes outside this range or possess special abilities that further enhance their skills. Additional details on such variations are provided in the Adversaries chapter.
Certain situations may call for multiple attributes to be applicable. In such cases, it’s important to consider the context of the situation and how the character is choosing to address it. The Gamemaster (GM) determines which attribute is most relevant, but if the GM does not specify, the player can select the attribute that best fits their approach to the challenge.
Agility is about speed, coordination, and dexterity. It covers precise movements, quick reactions, and finesse, making it crucial for tasks like dodging attacks, picking locks, or performing acrobatics.
A character might use Agility when:
Cunning is about wit, intuition, and the ability to think quickly under pressure. It’s used for deception, finding creative solutions, and navigating complex social or tactical situations with cleverness.
A character might use Cunning when:
Fitness is about enduring hardship and employing force. It covers physical conditioning, general health and well-being, fortitude, and endurance.
A character might use Fitness when:
Presence is power of personality, and the ability to command attention or respect. It’s used for being diplomatic during negotiations, giving orders during a crisis, and even being charming or seductive.
A character might use Presence when:
Reason is about logic and meticulous analysis. It covers forming hypotheses and intricate planning, as well as recollection of intricate facts and calculation of complex variables. Reason relies on keen observation and a thorough command of the facts.
A character might use Reason when:
Will reflects mental resilience and determination. It governs the ability to resist fear, temptation, and coercion, as well as the strength to persevere through adversity or maintain focus under duress.
A character might use Will when:
In addition to the six attributes, each character is proficient in a variety of skills that represent the specific activities and areas of expertise they are likely to rely on during their adventures. Skills are rated on a scale from 0
to 5
, with higher ratings reflecting greater levels of training, experience, and natural talent.
Skill | Effect |
---|---|
0 | Untrained, unskilled, lacking in innate aptitude |
1 | Basic training, rudimentary skill, or a raw but undeveloped aptitude |
2 | Professional competence, from a combination of training and talent |
3 | Experienced and well-trained, or an aptitude developed through study and training |
4 | Excellence within the field, achievable through dedication and experience |
5 | Exceptional, often a combination of intense training, hard-won experience, and natural aptitude |
Player Characters are generally skilled individuals, and it’s rare for them to have a 0
in more than one skill—after all, they are designed to be competent and well-rounded protagonists.
In RFI: Freelancers, there are nine versatile skills: Combat, Influence, Investigation, Leadership, Performance, Piloting, Science, Systems, and Survival. These skills are designed to complement the six attributes and can be combined in various ways to reflect a character’s approach to solving problems or overcoming challenges, with some overlap between them.
Combat covers the ability to fight effectively, whether unarmed, with melee weapons, or at range. It also includes tactical thinking during battle and maintaining composure under pressure.
Influence represents the ability to persuade, inspire, manipulate, or command attention during social interactions. It covers negotiation, charm, and emotional intelligence.
Investigation is the skill of gathering, analyzing, and interpreting information. It encompasses sharp observation, logical deduction, and uncovering hidden truths.
Leadership involves guiding, motivating, and organizing others. It’s about making decisions, earning trust, and inspiring confidence in a team.
Piloting involves operating vehicles, from small crafts to massive ships, including navigation and advanced maneuvers under challenging conditions.
Science encompasses research, experimentation, and applying knowledge to understand and solve complex problems. It includes both theory and practice.
Security involves protecting assets, facilities, and people. It includes enforcing safety protocols, defending against intrusion, and understanding tactical and strategic defense systems.
Survival is the ability to adapt to and endure harsh environments, find resources, and overcome adversity. It covers wilderness skills, urban survival, and improvisation.
Systems involves understanding and manipulating technology, including computers, sensors, and machinery. It includes programming, hacking, and repairs.
Every main character (and some supporting characters) has a limited ability to withstand stress, resist negative consequences, and avoid Injuries during dangerous situations.
A main character can sustain a maximum amount of Stress equal to their Fitness attribute; your choice of species, talents, and other factors may affect this maximum. Each time your character faces a negative consequence, you may choose to suffer Stress instead of accepting the consequence.
The skills characters are trained in are broad; focuses allow a character to demonstrate expertise in a narrower field, representing expertise stemming from deeper study and practical experiences. Specialties are not tied to any specific skill and can be applied to any task a character attempts, so long as the specialty would logically benefit the task being attempted.
Main characters have six specialties. Each specialty should be narrower than the nine skills the character is trained in, but they shouldn’t be so narrow as to never come up in play. Further, because there is no specific link between skills and focuses, a focus may be valuable for tasks covering more than one skill—for example, a focus in Astrophysics could easily be used for Science tasks, but it also has potential uses when trying to plot a course using Piloting.
What follows present a list of sample focuses. This list is by no means exhaustive—there are countless potential focuses you could create and use in game.
Talents are additional benefits a character possesses, defining areas of specialty, the advantages of their personal approach to circumstances, and other decisive abilities. These take the form of a bonus—extra d20s, re-rolls, bonus Momentum, the ability to use a different skills in a situation, and so forth—that applies when the character is performing types of tasks or taking an approach to a situation.
Many talents have one or more specific requirements. These are conditions that must be fulfilled before the talent can be selected, such as belonging to a specific species, or having a skill at a specific rating or above.
A character may also receive game benefits from Species Abilities and Role Benefits. These function similarly to talents, but are provided by a character’s species or their role and cannot be selected as talents.
A person’s Renown is a measure of their reputation and influence. In a universe where interconnected societies and cultures thrive, renown functions as a form of currency. It shapes how others perceive a character, influencing their standing, the opportunities they receive, and how much their words and actions carry weight.
In RFI: Freelancers, Renown is an essential part of how characters navigate the world. Whether dealing with planetary governments, interstellar organizations, or mercenary crews, a character’s Renown reflects how their deeds are remembered and what others expect of them. High Renown can open doors, while low Renown—or infamous actions—can create significant obstacles.
A main character has a Renown rating, which represents how their peers, allies, and even rivals regard them. It is not merely a passive indicator; Renown can serve as a tool to bolster the character’s influence, defend against accusations or challenges, or sway others to trust and follow their lead.
A main character begins play with a Renown rating of 1.
Renown acts as a barometer for a character’s standing in the universe. It reflects how others perceive them based on their past deeds, mission outcomes, public record, and rumors. This perception extends beyond personal relationships to encompass how strangers, factions, or organizations evaluate them.
Renown generally doesn’t impact those who know the character personally, as those individuals are more influenced by direct interactions. However, it plays a critical role in how the character is treated by those who only know of them through reputation, reports, or secondhand accounts. Renown influences formal interactions, negotiations, and the degree of trust or suspicion others have toward the character.
When attempting a task to convince, persuade, or otherwise interact with someone relying on your reputation, you may substitute your Renown rating for an attribute or skill to create your target number. This reflects your ability to let your reputation and deeds speak for themselves. However, this cannot be done if you are disguised, using an alias, or attempting to conceal your identity.
Renown is dynamic and evolves based on a character’s actions and the consequences of those actions. Positive choices that align with societal norms, cultural values, or organizational goals can increase Renown, bolstering the character’s standing. Conversely, reckless decisions, failures, or morally ambiguous actions can diminish Renown, potentially creating complications for the character and their crew.
Renown can be a double-edged sword. While high Renown may grant opportunities and favors, it can also attract unwanted attention or expectations. Similarly, low Renown might lead to distrust or hostility, but it could also grant freedom from scrutiny or allow the character to work under the radar.
This is a rough guide to want the various renown levels mean. This should not be taken as gospel, instead this is a suggestion for how it might be interpreted. A character's renown should be applied situationally, as sometimes a high renown could be more of a detriment than a boon.
Renown | Law Enforcement | Underworld |
---|---|---|
0 | You are unknown to law enforcement. You operate below their radar, and your actions have yet to draw any meaningful attention. For now, you are a ghost in their eyes. | Your name is a joke in the underworld. People question how you’ve managed to survive this long, let alone accomplish anything of note. You are dismissed as an amateur or a liability. |
1 | You’ve appeared on law enforcement’s radar a few times, but only in passing. They might know your name in connection to minor incidents or mistakes, but nothing worth pursuing. | You have a bad reputation in the underworld. Rumors of failures, betrayal, or poor decision-making follow you. Most won't trust you to handle even minor tasks, let alone anything important. |
2 | You are starting to gain some recognition from law enforcement. You’ve been flagged as a potential person of interest due to your actions, and they’re beginning to keep an eye on you. | Your reputation is shaky. People in the underworld know your name, but not always for the right reasons. Whispers of incompetence or poor judgment make others cautious about working with you. |
3 | Law enforcement is aware of you. You’ve earned their attention through your actions, but you’re not yet a major concern. They may investigate you occasionally or keep you in their files as a name worth knowing. | You have a stable but unremarkable reputation in the underworld. People see you as competent and reliable, with no major flaws or standout accomplishments. Most view you as a safe, if unexciting, choice. |
4 | Law enforcement knows you well, whether for good or ill. Your actions have left a mark, and they respect or fear your capabilities. They consider you a significant player to watch carefully. | You have a solid reputation in the underworld. You’re respected for your successes and known as someone who delivers on their promises. People actively seek you out for important jobs. |
5 | You are a household name in law enforcement circles. Some see you as an enemy, a dangerous criminal to apprehend. Others might view you as an unparalleled agent of justice, operating outside conventional systems but aligning with their ideals. Either way, they know your name and take you seriously. | You are a major figure in the underworld. Your name carries weight, and your influence shapes decisions. People fear or respect you, and your involvement in any operation automatically raises its stakes. |
At the end of a job, the Gamemaster evaluates the character’s actions and their impact on Renown. Key factors to consider include:
The gamemaster has the final say on how a mission’s outcome affects a character’s Renown. A straightforward method involves listing key events during the mission and determining their positive or negative impact on Renown.
Once the positive and negatives have been worked out, make a Renown roll:
20
s rolled cancel out a success. If there's more 20
's than successes, than this may cause a complication. This is up to the Gamemaster for how this plays out, but the player can make suggestions for how to play this.You gain Acclaim when your actions are deemed effective and influential during missions, demonstrating your ability to get results and make an impression. Acclaim is a valuable tool for building your character’s reputation and advancing their ambitions. Acclaim must be spent immediately—nobody can coast on past successes. You can use it freely on any of the options outlined in this section, as many times as you wish, provided you have the Acclaim to do so.
Commend Another: You may spend 1 Acclaim to commend another main character in the group. This automatically adds an additional d20 the character’s reputation roll, and it must be done before that character rolls.
Gain Favor: With renown comes the attention of others. You may spend Acclaim to obtain a favor from an NPC you encounter during the adventure (who cannot be an enemy). This costs 1 Acclaim normally, but the cost increases by:
These increases can be combined. For example:
Increase Reputation: You may increase your Reputation by 1, by spending Acclaim equal to the Reputation you are increasing to (that is, increasing Reputation from 3 to 4 costs 4 Acclaim). You may only use this at most once per season.
Add Traits: With the gamemaster’s assistance, create an additional trait for the character, which reflects their achievements, recognition, or special status, or remove a trait which represents something negative or detrimental to the character. If the character is a commanding officer, then they may add a trait to their ship instead. This costs 3 Acclaim.
Gain Experience: If there's nothing else you want to do, you can simple turn Acclaim into Advancement Points, at a convertions of 1
to 1
. You may not convert more than 5 Acclaim to AP.
In RFI there are characters who have the ability to Focus their willpower for special, near magical effects. In order to have access to this, you need a Talent that grants you a Willpower
pool and a Focus User
trait.
A Willpower pool is simply a pool whose size is set by whichever Focus talent the character has, typically equal to the character's Will attribute.
Willpower it spent using other Talents that require spending Willpower points.