The processes in this section are a revised method of character creation based on the Alpha Dawn and Zebulon’s Guide to Frontier Space methods. First, you generate and modify your character’s ability scores. Then, based upon on the starting level of the campaign (Beginner, Intermediate, etc.), you determine the number of experience points you have along with your character’s starting wealth.
Roll | 01-10 | 11-20 | 21-35 | 36-55 | 56-70 | 71-80 | 81-90 | 91-95 | 96-00 |
Ability Score | 30 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 |
Race | STR/STA | DEX/RS | INT/LOG | PER/LDR |
Dralasite | +5 | -5 | - | - |
Human | - | - | - | - |
Humma | +10 | - | - | -10 |
Ifshnit | -5 | - | +5 | - |
Osakar | +5 | +5 | - | -10 |
Saurian | +10 | -10 | - | - |
S'Sessu | - | - | +10 | -10 |
Vrusk | -5 | +5 | - | - |
Yazarian | -10 | +5 | +5 | - |
Zethra | -5 | +5 | +5 | -5 |
STR Score | 1-20 | 21-40 | 41-60 | 61-80 | 81-100 |
Points of Damage | 1 | 2 | 3 | 4 | 5 |
The Star Frontiers rules sets (Alpha Dawn Basic and Expanded Rules Sets, Zebulon’s Guide rules) assume that a referee will be starting his campaign with relatively inexperienced PCs just beginning their careers on the Frontier. While this was adequate when the Star Frontiers game was released, it provided little direction for longtime players and for referees designing experienced NPCs for their players to interact with.
Table 4. Character Tiers
Character Level | Experience Points | Equivalents | Starting Money |
Initial Character Creation | 400 XPs to be used for abilities, skills, & racial abilities | Use normal AD/Zeb’s creation methods | AD/Zeb’s method |
Beginner | 400-460 XPs | 0-60 XPs or 0-4 adventures completed | 1d100 + 250 credits |
Intermediate | 461-520 XPs | 61-120 XPs or 4-8 adventures | 2d100 + 1000 credits |
Advanced | 521-580 XPs | 121-180 XPs or 8-12 adventures | 3d100 + 2000 credits |
Veteran | 581+ total XPs | 181+ XPs or 12+ adventures | 4d100 + 3000 credits |
Referees starting a group of characters at a campaign level higher than Initial Character Creation can either use the 400 base XP used for ability scores or ignore it, requiring the players to roll for their actual ability scores. Any XP above 400 listed at each level (as indicated in the “equivalents” column) is the amount used for improving the ability scores, racial abilities, and learning skills.
Beginning funds for characters is up to the individual referee, of course, but starting money guidelines are provided in the character creation table.
Skill Level | XP Cost | XP Cost (outside PSAs) |
1 | 1 | 2 |
2 | 2 | 4 |
3 | 3 | 6 |
4 | 4 | 8 |
5 | 5 | 10 |
6 | 6 | 12 |
The revised skill system combines the Primary Skill Areas (PSA) from Alpha Dawn Expanded Rules with the Professions of Zebulon’s Guide. Professions describe the field of work a character engages in, while PSAs describe clusters of related skills for which a character has a certain knack or aptitude. There are four traditional professions (Enforcer, Techex, Explorer, Scispec) and several new professions and PSAs (Spacer, Mentalist, Administrator, Counselor, Investigator, Rogue). Each profession has three or four PSAs associated with it, representing skills that are typically associated with that profession.
When creating characters, choose a profession and three PSAs. You can customize your character by choosing ANY three PSAs: all three from the character’s profession, two from the profession and one from another, or all three from different professions. If your character has at least two PSAs from one profession, then he or she receives the automatic bonus skill associated with that profession. Otherwise, no bonus skill is awarded, and the character has no concrete profession to speak of.
Characters start out with 20 XP instead of the 10 listed in Zebulon’s Guide. All skills listed within the character’s three PSAs are available for learning at in-profession cost. All optional skills listed under each profession are available at in-profession cost at the referee’s discretion. All other skills are considered to be out-of-profession in terms of cost. See Table 5. Skill Costs for the cost scale.
Optional skills listed after each profession are presented here as guides for referees in determining likely professional areas that the optional skills detailed later in this document would pertain to. As always, using these skills and figuring out where they might fit into a campaign is at the referee’s own discretion.
PSAs: Combat Specialist, Special Operations, Security Specialist
Automatic skill for choosing at least 2 Enforcer PSAs: Endurance
Combat Specialist | Special Operations | Security Specialist |
Body Speak Pumping Federanium Running Weapons: Beam Weapons Weapons: Demolitions Weapons: Grenades Weapons: Martial Arts Weapons: Melee Weapons Weapons: Missiles Weapons: P.G.S. Weapons Weapons: Powered Assault Armor Vehicles: Cars | Camouflage Concealment Forgery: Forge Vehicles: Aquatic Vehicles: Atmospheric Vehicles: Cars Vehicles: Cycles Security Weapons: Demolitions Weapons: Missiles Weapons: P.G.S. Weapons Weapons: Repair | Communication Devices: Operate Cryptography Forgery – Detect Law Photography Robotics: Activate/Deactivate Security Systems: Activate & Operate Security Systems: Deactivate Security Systems: Detect Security Systems: Open Locks Vehicles: Transports |
PSAs: Engineer, Roboticist, Technician
Automatic skill for choosing at least 2 Techex PSAs: Agility
Engineer | Roboticist | Technician |
Acoustics Chemistry Computers: Access & Operate Engineer: Alternate Energy Engineer: Architectural Engineer: Civil Engineer: Hydraulic Engineer: Mechanical Engineer: Military Engineer: Nuclear Optics Physics | Computers: Access & Operate Robotics: Activate/Deactivate Robotics: Alter Functions Robotics: Alter Mission Robotics: Identification Robotics: List Functions Robotics: Modifications Robotics: Remove Security Locks Robotics: Repair Robotics: Robopsychologist Power Read Vehicles: Machinery | Communication Devices: Operate Communication Devices: Repair Computers: Repair Mainframe Computers: Repair Bodycomp Computers: Repair Specialized Machinery: Operate Machinery: Repair Power Read Vehicles: Machinery Vehicles: Repair Vehicles: Transports Weapons: Repair |
Optional Skills to consider: Astrophysics, Defenses: Repair, Engineer: Electrical, Mathematics, Matter Transferal Devices
PSAs: Computer Specialist, Scientist, Physician
Automatic skill for choosing at least 2 Scispec PSAs: Intelligence
Computer Specialist | Scientist | Physician |
Computers: Access & Operate Computers: Bypass Security Computers: Defeat Security Computers: Display Information Computers: Interface Computers: Program Manipulation Computers: Program Writing Computers: Program Bodycomp Computers: Repair Bodycomp Computers: Repair Mainframe Computers: Repair Specialized Power Read | Acoustics Biology Bionics Botany Chemistry Cybernetics Exobiology Forensic Genetics Optics Physics Zoology | Medical Devices Medical Diagnosis Medical Treatment: Disease Medical Treatment: Infection Medical Treatment: Infestation Medical Treatment: Miscellaneous Medical Treatment: Poison Medicine Medical Treatment: Radiation Medical Treatment: Wounds I Medical Treatment: Wounds II Medical Treatment: Wounds III Medical Treatment: Wounds IV |
PSAs: Wilderness Expert, Diplomat, System Specialist
Automatic skill for choosing at least 2 Explorer PSAs: Charisma
Wilderness Expert | Diplomat | System Specialist |
Analyze Animal Behavior Animal Taming Animal Training Climbing Find Directions Making Items/Structures Medical Treatment: Veterinary Ride Mount Stable Mounts Stealth s Survival Tracking | Appraisal Bluff Communication Communication Devices: Operate Dramatics Disguise Empathic Understanding Haggling Persuasion Politics Society Stealth | Ecosystems Archaeology Biology Botany Empathic Understanding Gemology Genetics Geology Geophysics Psycho-Pathology Theology Zoology |
Skill Name
Chef
Dramatics
Entertaining
Finance
Gemology
Photography
Politics
Power Read
Pumping Federanium
Society
Running
Theology
PSA’s: Psychoenergist, Psychomaterialist, Empath, Telepath
Psychoenergist (“Generator”) | Pyschomaterialist ("Manipulator") | Empath ("Sensitive") | Telepath ("Dominator") |
Channeling I Channeling II Cryokinesis Electrascreen Infrascreen Levitation Pyrokinesis Static Truesight | Density Disruption Heal Others Heal Self Heal Self Fully Telekinesis Telemanipulation Teleportation: Limited Teleportation: Unlimited Trance I Trance II | Analysis I Analysis II Clairaudience Clairvoyance Empathy File Telepathy: Aliens Telepathy: Animalse Telepathy: Character Timeread | Beam Confusion Detection Fear Illusion Infatuation Link Paralyze Shield Suggestion Trap |
Spacer (formerly Knight Hawks)
PSAs: Pilot, Engineer, Astrogator, Gunnery
Spacers can pick up to three of the four PSAs when choosing this profession. Automatic skill for choosing at least 2 Spacer PSAs: Adroitness Pilot Engineer Communication Devices: Operate
Computers: Access & Operate
Physics
Sensor Ops
SOSO
Star Pilot I
Star Pilot II
Star Pilot III
Star Pilot IV
Star Pilot: Evasion
Star Pilot: Increase Accuracy of FF Weapons
Star Pilot: Increase Maneuver Rating
Survival: Zero G
Vehicles: Space
Weightless Combat Computers: Access & Operate
Engineer: Nuclear
Engineer: Hydraulic
Engineer: Mechanical
Engineering: Damage Control
Engineering: Ship Design
Engineering: Stress Analysis
Machinery: Operate
Machinery: Repair
Power Read
Sensor Ops
SOSO
Survival: Zero G
Vehicles: Space
Weightless Combat
Astrogator | Gunnery |
Astrogation: Chart New Routes Astrogation: Find Location Astrogation: Plot Interstellar Jumps Astrogation: Risk Jumping Astronomy Astrophysics Communication Devices: Operate Computers: Access and Operate Computers: Display Information Optics Sensor Ops SOSO Survival: Zero-G Weightless Combat | Computers: Access & Operate Gunnery: Beam Weapons Gunnery: Rocket Weapons Gunnery: Selective Targeting Optics Physics Sensor Ops SOSO Survival: Zero-G Weapons: Missiles Weapons: PGS Weapons: Beam Weightless Combat Weapons: Mass Destruction |
PSAs that are not associated with a profession are still valid categories of skills and are organized around themes (denoted by their titles). Characters may use any PSA as one of their three PSAs, but the following ones do not (in and of themselves) imbue the character with any automatic skills like professions do. Referees may use their discretion in allowing or modifying the PSAs offered here. Administrator Counselor Analyze social system
Analyze business system
Bluff
Communication
Diplomacy
Economics
Etiquette
Finance
Haggling
Management
Persuasion
Politics Academics (Mental Healthcare)
Analyze Social Systems
Empathic Understanding
Hypnosis
Medical Devices
Medical Diagnosis
Personality Restructuring
Persuasion
Psychopathology
Psychotherapy
Theology
Robotics: Robopsychologist Investigator Rogue Ballistics
Cryptography
Forensic Medicine
Forgery: Detect
Interrogation
Investigation
Law
Locale Familiarity
Security Systems: Activate & Operate
Surveillance
Toxicology
Weapons: PGS Weapons Appraisal
Bluff
Dirty Fighting
Disguise
Forgery: Detect & Perform
Gambling
Pick Pockets
Security Systems: Activate & Operate
Security Systems: Detect
Stealth
Underclass
Weapons: Melee
The skills listed in this section are completly new to Star Frontiers or are modified from the orginals. Please reference the Alpha Dawn and Zebulons Guide books for the rest of the skill descriptions.
All skills are listed in Section 4 with which book it can be found in.
Academics
(Brad McMillan)
Prerequisites: N/A
Description: This skill is a general category for all the academic skills not specifically mentioned in Star Frontiers. These are skills that a character might learn in some institute of higher learning, such as: Dralasite Literature; Philosophy; Media Production; Office Technology Systems; etc. The character knows the foundations of his area of study and only needs to make a skill check if some specific piece of uncommon information is called for or some particularly challenging action is required. Some examples of this skill include: Anthropology (in-depth cultural knowledge; gives +10% to skill checks when taken with archaeology), Economics (explained below), Linguistics (useful for deciphering alien or ancient languages), Literature, and Mathematics (explained below).
Acrobatics
(Troy Terrell)
Prerequisites: None
Description: This skill involves all the various activities associated with circus acrobats, including: trapeze, tightrope, jumping & flipping, and other such acts. In combat situations, the skill can make the character a more difficult target to hit, due to the unexpectedly quick movements accomplished by a trained acrobat. With a successful skill check in melee, the character gains the defending bonus (-15 to attacker’s chance to hit) without sacrificing her ability to counterattack. When dodging a ranged attack, the character can move at full speed on a successful skill check, ignoring the movement penalty of dodging as listed in the combat rules (the character has to be able to move and be aware of the ranged attack, however). The actual application of the skill in various circumstances is left to the referee's discretion.
Adroitness
(Albin Johnson)
Prerequisites: None (professional skill)
Description: This is the automatic skill for Spacers, essentially allowing them to operate efficiently in hypo-/hypergravity or acceleration situations. Spacer characters get an additional 7 points to be distributed between their Logic and Dexterity scores, reflecting the experience they gained studying sophisticated systems in a weightless environment.
Alertness
(Brad McMillan)
Prerequisites: N/A
Description: This skill makes an individual less likely to be surprised and more aware of his general surroundings. A character with this skill gets a +15% to his intuition roll for avoiding surprise. Also, the character may pick up on unusual environmental events (unusual quiet in the wilderness, a disturbed clearing, an unstable rock fall, etc.) at the referee’s discretion.Analyze Business System
(Roy Crisman)
Prerequisites: N/A
Description: This skill is used to identify and assess the inner workings of a business, including management, communications, worker attitudes, etc. Business consultation also falls under this heading. Successful application of this skill allows a character to recommend changes that can increase net profits by 10% x skill level. Benefits gained through a successful skill check last for six months. This special ability can only be applied to a business successfully once every six months.
Analyze Social System
(Roy Crisman)
Prerequisites: N/A
Description: This skill allows the user to analyze any sort of social system: social strata, religious organization, cult, sub-culture, native social unit, etc. This skill adds a +10% bonus to PER checks and other skills (such as diplomacy, bluff, haggling, etc.) in situations where the character has successfully analyzed a social system.
Astronomy
(SF module 2010)
Prerequisites: Optics 1, Astrophysics 1, Mathematics 1, Physics 2
Description: Characters with this skill study galaxies, stars, planets, moons, asteroids, comets, and meteors. The skill requires at least one of the following pieces of equipment: telescopes, radar, energy sensors, cameras, and computers. Each piece of equipment astronomers use to make their observations adds +5% to their success rate.
Astronomers can identify objects in space, from planets to space vessels. Identifying takes a half-hour for objects closer than 10,000 km, 1 hour for objects further away. Astronomers can also calculate the age, speed, mass or orbit (course) of any object in space. Astronomers can only make one calculation at a time, each calculation taking one half hour to complete.
Astrophysics
(Roy Crisman)
Prerequisites: Physics 2
Description: A character with this skill is schooled in the science of advanced astrophysics. This skill is a fundamental part of several other skills. It is used extensively in piloting in space, engineering, and astronavigation.
Astrogation: Chart New Routes
(Albin Johnson/Tim Carrier)
Prerequisites: Astrogation: Plot Interstellar Jumps
Description: see Knight Hawks.
Astrogation: Find Location
(Albin Johnson/Tim Carrier)
Prerequisites: Computers: Access and Operate 1, Optics 1, Physics 1
Description: see Knight Hawks.
Astrogation: Plot Interstellar Jumps
(Albin Johnson/Tim Carrier)
Prerequisites: Astrogation: Find Location
Description: see Knight Hawks.
Astrogation: Risk Jumping
(Albin Johnson/Tim Carrier)
Prerequisites: Astrogation: Plot Interstellar Jumps
Description: see Knights Hawks.
Level | Cost | Comprehension | Notes |
1 | 7 | 33% | Basic comprehension and vocabulary. |
2 | 5 | 66% | Better understanding; increased vocabulary. |
3 | 4 | 80% | Understanding of structure. |
4 | 3 | 90% | Uses language correctly, but accent is still detectable. |
5 | 3 | 100% | Native speaker. |
6 | 4 | 100% | Studied the language/Expert. |
Skill Name | Attribute | Source |
Acoustics | ½ Log +10% per level | ZG |
Agility | professional (Dex/RS) | ZG |
Analyze Animal Behavior | ½ Int +10% per level | ZG |
Analyze Ecosystems | ½ Log + 10% per level | ZG |
Animal Taming | ½ Sta + 10% per level | ZG |
Animal Training | ½ Log/Int + 10% per level | ZG |
Appraisal | ½ Int + 10% per level | ZG |
Archaeology | ½ Log/Int + 10% per level | ZG |
Biology | ½ Log + 10% per level | ZG |
Bionics | ½ Log + 10% per level | ZG |
Bluff | ½ Per/Ldr +10% per level | ZG |
Body Speak | 100% (Log) | ZG |
Botany | ½ Log + 10% per level | ZG |
Camouflage | ½ Dex + 10% per level | ZG |
Charisma | professional (Per/Ldr) | ZG |
Chef | automatic (Log/Int) | ZG |
Chemistry | ½ Log + 10% per level | ZG |
Climbing | automatic (Str or Dex) | ZG |
Communication | ½ Log/Int + 10% per level | ZG |
Communication Devices: Operate | ½ Log + 10% per level | ZG |
Communication Devices: Repair | ½ Log or Dex + 10% per level | ZG |
Computers: Access & Operate | ½ Log + 10% per level (-10% per COML) | ZG |
Computers: Bypass Security | ½ Int or Dex (manual) + 10% per level (-10% per MXPL) | ZG |
Computers: Defeat Security | ½ Log + 10% per level (-10% per MXPL) | ZG |
Computers: Display Information | ½ Log + 10% per level (-10% per COML) | ZG |
Computers: Interface | ½ Log + 10% per level (-10% per COML) | ZG |
Computers: Program Bodycomp | ½ Log + 10% per level | ZG |
Computers: Program Manipulation | ½ Log + 10% per level (-10% per MXPL) | ZG |
Computers: Program Writing | special (Log) | ZG |
Computers: Repair Bodycomp | ½ Log or Dex + 10% per level | ZG |
Computers: Repair Mainframe | ½ Log or Dex + 10% per level (-10% per COML) | ZG |
Computers: Repair Specialized | ½ Log or Dex + 10% per level | ZG |
Concealment | 100% or ½ Dex +10% per level | ZG |
Cryptography | ½ Log + 10% per level | ZG |
Cybernetics | ½ Log + 10% per level | ZG |
Disguise | ½ Per +10% per level | ZG |
Dramatics | ½ Per +10% per level | ZG |
Empathic Understanding | ½ Int +10% per level | ZG |
Endurance | professional (Str/Sta) | ZG |
Engineer: Alternate Energy | ½ Log + 10% per level | ZG |
Engineer: Architectural | ½ Log + 10% per level | ZG |
Engineer: Civil | ½ Log + 10% per level | ZG |
Engineer: Hydraulic | ½ Log + 10% per level | ZG |
Engineer: Mechanical | ½ Log + 10% per level | ZG |
Engineer: Military | ½ Log + 10% per level | ZG |
Engineer: Nuclear | ½ Log + 10% per level | ZG |
Entertaining | special (Per) | ZG |
Exobiology | ½ Log + 10% per level | ZG |
Finance | ½ Log + 10% per level | ZG |
Find Direction | ½ Log/Int +10% per level | ZG |
Forensic Medicine | 100% or ½ Log +10% per level | ZG |
Forgery: Detect | ½ Int +10% per level | ZG |
Forgery: Perform | ½ Dex +10% per level | ZG |
Gemology | ½ Log + 10% per level | ZG |
Genetics | ½ Log + 10% per level | ZG |
Geology | ½ Log + 10% per level | ZG |
Geophysics | ½ Log + 10% per level | ZG |
Haggling | ½ Per +10% per level | ZG |
Hypnosis | ½ Per +10% per level | ZG |
Intelligence | professional (Log/Int) | ZG |
Law | ½ Log + 10% per level | ZG |
Machinery: Operate | ½ Log + 10% per level | ZG |
Machinery: Repair | ½ Log or Dex + 10% per level | ZG |
Making Items/Structures | automatic (Log) | ZG |
Matter Transferal Devices | ½ Log + 10% per level | ZG |
Medical Devices | ½ Log + 10% per level | ZG |
Medical Diagnosis | ½ Log/Int + 10% per level | ZG |
Medical Treatment: Disease | ½ Log/Int + 10% per level | ZG |
Medical Treatment: Infection | ½ Log/Int + 10% per level | ZG |
Medical Treatment: Infestation | ½ Log/Int + 10% per level | ZG |
Medical Treatment: Miscellaneous | automatic (Log/Int) | ZG |
Medical Treatment: Poison | ½ Log/Int + 10% per level | ZG |
Medical Treatment: Radiation | ½ Log/Int + 10% per level | ZG |
Medical Treatment: Veterinary | 100% (Log/Int) | ZG |
Medical Treatment: Wounds I | 100% (Log/Int) | ZG |
Medical Treatment: Wounds II | ½ Dex + 10% per level | ZG |
Medical Treatment: Wounds II | ½ Dex + 10% per level | ZG |
Medical Treatment: Wounds IV | ½ Dex + 10% per level | ZG |
Optics | ½ Log + 10% per level | ZG |
Persuasion | ½ Per/Ldr +10% per level | ZG |
Photography | ½ Int +10% per level | ZG |
Physics | ½ Log +10% per level | ZG |
Politics | ½ Ldr +10% per level | ZG |
Power Read | automatic (Log) | ZG |
Psychopathology | ½ Log/Int +10% per level | ZG |
Pumping Federanium | automatic (Str) | ZG |
Ride Mount | 100% (RS) | ZG |
Robotics: Activate/Deactivate | automatic (Log) | ZG |
Robotics: Alter Functions | ½ Log + 10% per level (-10% per ROBL) | ZG |
Robotics: Alter | ½ Log + 10% per level (-10% per ROBL) | ZG |
Robotics: Identification | 100% -10% per ROBL (Log) | ZG |
Robotics: List Functions | ½ Log + 10% per level (-10% per ROBL) | ZG |
Robotics: Modifications | ½ Dex + 10% per level (-10% per ROBM) | ZG |
Robotics: Remove Security Locks | ½ Dex + 10% per level (-10% per ROBL) | ZG |
Robotics: Repair | ½ Dex + 10% per level (-10% per ROBL) | ZG |
Robotics: Robopsychologist | ½ Int +10% per level | ZG |
Running | automatic (Sta) | ZG |
Security Systems: Activate and Operate | ½ Log + 10% per level | ZG |
Security Systems: Deactivate | ½ Int + 10% per level (-10% per SECL) | ZG |
Security Systems: Detect | ½ Int + 10% per level (-10% per SECL) | ZG |
Security Systems: Open Locks | ½ Log or Dex + 10% per level (-10% per LOKL) | ZG |
Society | ½ Per/Ldr +10% per level | ZG |
Stable Mounts | automatic (Dex or Log) | ZG |
Stealth | ½ Dex/RS +10% per level | ZG |
Survival | ½ Int or Sta +10% per level | ZG |
Theology | ½ Log + 10% per level | ZG |
Tracking | ½ Int +10% per level | ZG |
Vehicles: Aquatic | 100% (RS) | ZG |
Vehicles: Atmospheric | 100% (RS) | ZG |
Vehicles: Cars | 100% (RS) | ZG |
Vehicles: Cycles | 100% (RS) | ZG |
Vehicles: Machinery | ½ RS + 10% per level | ZG |
Vehicles: Repair | ½ Dex + 10% per level | ZG |
Vehicles: Transports | 100% (RS) | ZG |
Weapons: Beam Weapons | ½ Dex + 10% per level | ZG |
Weapons: Demolitions | ½ Dex + 10% per level | ZG |
Weapons: Grenades | ½ Dex + 10% per level | ZG |
Weapons: Martial Arts | ½ Dex (or Str) + 10% per level | ZG |
Weapons: Melee Weapons | ½ Dex (or Str) + 10% per level | ZG |
Weapons: Missiles | ½ Dex + 10% per level | ZG |
Weapons: P.G.S. Weapons | ½ Dex + 10% per level | ZG |
Weapons: Powered Assault Armor | 100% (Dex ) | ZG |
Weapons: Repair | ½ Dex + 10% per level | ZG |
Zoology | ½ Log + 10% per level | ZG |
Skill Name | Attribute | Source |
Mentalist: Analysis I | ½ Log/Int + 10% per level | ZG |
Mentalist: Analysis II | ½ Log/Int + 10% per level | ZG |
Mentalist: Beam | ½ Log + 10% per level | ZG |
Mentalist: Channeling I | ½ Log/Int + 10% per level | ZG |
Mentalist: Channeling II | ½ Log/Int + 10% per level | ZG |
Mentalist: Clairaudience | ½ Log/Int + 10% per level | ZG |
Mentalist: Clairvoyance | ½ Log/Int + 10% per level | ZG |
Mentalist: Confusion | ½ Ldr + 10% per level | ZG |
Mentalist: Cryokinesis | ½ Sta + 10% per level | ZG |
Mentalist: Density | ½ Sta + 10% per level | ZG |
Mentalist: Detection | ½ Log/Int + 10% per level | ZG |
Mentalist: Disruption | ½ Sta + 10% per level | ZG |
Mentalist: Electrascreen | ½ Log or Sta + 10% per level | ZG |
Mentalist: Empathy | ½ Log/Int + 10% per level | ZG |
Mentalist: Fear | ½ Ldr + 10% per level | ZG |
Mentalist: File | 100% (Log) | ZG |
Mentalist: Heal Others | 100% (Sta) | ZG |
Mentalist: Heal Self | 100% (Sta) | ZG |
Mentalist: Heal Self Fully | ½ Sta + 10% per level | ZG |
Mentalist: Illusion | ½ Ldr + 10% per level | ZG |
Mentalist: Infatuation | ½ Per + 10% per level | ZG |
Mentalist: Infrascreen | ½ Log or Sta + 10% per level | ZG |
Mentalist: Levitation | 100% (Sta) | ZG |
Mentalist: Link | ½ Log + 10% per level | ZG |
Mentalist: Paralyze | ½ Sta + 10% per level | ZG |
Mentalist: Pyrokinesis | ½ Sta + 10% per level | ZG |
Mentalist: Shield | automatic (Log or Sta) | ZG |
Mentalist: Static | ½ Log + 10% per level | ZG |
Mentalist: Suggestion | ½ Ldr + 10% per level | ZG |
Mentalist: Telekinesis | ½ Log or Sta + 10% per level | ZG |
Mentalist: Telemanipulation | ½ Log or Sta + 10% per level | ZG |
Mentalist: Telepathy (Aliens) | ½ Log/Int + 10% per level | ZG |
Mentalist: Telepathy (Animals) | 100% (Log/Int) | ZG |
Mentalist: Telepathy (Characters) | 100% or ½ Log/Int + 10% per level | ZG |
Mentalist: Teleporation (Limited) | ½ Log or Sta + 10% per level | ZG |
Mentalist: Teleporation (Unlimited) | ½ Log or Sta + 10% per level | ZG |
Mentalist: Timeread | ½ Log + 10% per level | ZG |
Mentalist: Trance I | ½ Log or Sta + 10% per level | ZG |
Mentalist: Trance II | ½ Log or Sta + 10% per level | ZG |
Mentalist: Trap | 100% (Log) | ZG |
Mentalist: Truesight | ½ Log/Int + 10% per level | ZG |
Skill Name | Attribute | Source |
Astrogation: Chart New Routes | Log + 10% x SL - 5% x light years | KH |
Astrogation: Find Location | ½ Log + 10% per level | KH |
Astrogation: Plot Interstellar Jumps | 100% (see KH) (Log) | KH |
Astrogation: Risk Jumping | 1/2 Int + 5% x SL + 10% per hour | KH |
Star Pilot: Pilot 1 | ½ RS + 10% per level | New |
Star Pilot: Pilot 2 | ½ RS + 10% per level | New |
Star Pilot: Pilot 3 | ½ RS + 10% per level | New |
Star Pilot: Pilot 4 | ½ RS + 10% per level | New |
Star Pilot: Evasion | - 3% x SL from ship's chance of being hit | KH |
Star Pilot: Improve Accuracy of Forward Firing Weapons | +5% x SL | KH |
Star Pilot: Increase Maneuver Rating | 10% x SL | KH |
Gunnery: Rocket Weapons | +5% x SL added to KH Combat Table %'s | KH |
Gunnery: Beam Weapons | +5% x SL added to KH Combat Table %'s | KH |
Gunnery: Selective Targeting | -30% to hit | KH |
Engineering: Ship Design | 100% (Log) | KH |
Engineering: Damage Control | ½ Int + 10% per level | KH |
Engineering: Stress Analysis | -5% x SL (to ship's breakup %); trouble-shooting/detecting failing engine:Log/Int + 10% x SL | KH |
Skill Name | Attribute | Source |
Academics | ½ Log + 10% per level | New |
Acrobatics | ½ Dex/RS + 10% per level | New |
Adroitness | professional (Log and Dex) | New |
Alertness | automatic (Int) | New |
Analyze Business Setting | ½ Log + 10% per level | New |
Analyze Social System | ½ Log + 10% per level | New |
Astronomy | ½ Log + 10% per level | New |
Astrophysics | ½ Log + 10% per level | New |
Ballistics | ½ Log +10% per level | New |
Blind-Fighting | automatic (Int or RS) | New |
Cartography | ½ Log +10% per level | New |
Computers: Software Engineering | special (Log) | New |
Crossfire | ½ RS + 10% per level | New |
Defenses: Repair | ½ Dex +10% per level | New |
Diplomacy | ½ Per/Ldr +10% per level | New |
Dirty Fighting | ½ Dex or Str +10% per level | New |
Economics | ½ Log +10% per level | New |
Engineer: Electrical | ½ Log +10% per level | New |
Escape Artistry | ½ Dex +10% per level | New |
Etiquette | automatic (Log or Per) | New |
Fine Arts | special (Int) | New |
Gambling | ½ Int + 10% per level | New |
General Lore | ½ Log +10% per level | New |
Interrogation | ½ Per/Ldr +10% per level | New |
Investigation | ½ Log or Int +10% per level | New |
Iron Will | automatic (Sta) | New |
Languages I | ½ Log + 10% per level | New |
Languages II | see skills section | New |
Lip Reading | ½ Log + 10% per level | New |
Locale Familiarity | special (Log) | New |
Management | ½ Per/Ldr +10% per level | New |
Mathematics | ½ Log + 10% per level | New |
Occult Knowledge | ½ Log/Int + 10% per level | New |
Off-hand firing | automatic (Dex) | New |
Personality Restructuring | ½ Log/Int + 10% per level | New |
Pick Pockets | ½ Dex +10% per level | New |
Psychotherapy | ½ Log/Int +10% per level | New |
Recreation | automatic (Dex) | New |
Sensor Ops | automatic (Log) | New |
Ship Onboard Systems Operation (SOSO) | 10% x SL for ship/ station orientation (1/2 Log + 10% x SL for repair) | New |
Silent Kill | special (Str or Dex) | New |
Stage Magic | ½ Dex/RS +10% per level | New |
Style Analysis | ½ Log/Int +10% per level | New |
Swimming | ½ Dex +10% per level | New |
Surveillance | ½ Log + 10% per level | New |
Survival: Zero G | ½ Int or Sta +10% per level | New |
Trade | Varies | New |
Toxicology | ½ Log + 10% per level | New |
Underclass | ½ Per/Ldr +10% per level | New |
Underwater Operations | ½ Dex +10% per level | New |
Vehicles: Space | 100% (Dex) | New |
Vehicles: Stunt Driving | ½ Dex + 10% per level | New |
Ventriloquism | ½ Dex + 10% per level | New |
Weapons: Mass Destruction | ½ Dex (or Log)+ 10% per level (-10% per SECL for disarming) | New |
Weightless Combat | special (Dex) | New |