Compilation of my house rules...
As I'm a fan of the original AD rules, but wanted to incorporate the diversity of Zeb's Guide, these are modifications of the SF2000 rules (which can be found in the Projects section). My two-fold goal was to try to keep it simple and fully backward compatible with the modules.
2) These BP (ranging from 3 to 12) may be spent on the following:
DISADVANTAGES
Delusion (2, 4, 6)
The difference is that the former are willing to sacrifice much to help out the PC, whereas the latter offer aid insomuch as it does not costs themselves too much.
A PC doesn’t necessarily need to choose all his contacts at character creation.
Skill Level | XP Cost: Within PSA (Outside PSA) | Cumulative XP Cost | Example |
1 | 1 (2) | 1 (2) | Rudimentary Level |
2 | 2 (4) | 3 (6) | Basic: Apprentice |
3 | 4 (8) | 7 (14) | Intermediate |
4 | 6 (12) | 13 (26) | Advanced: Supervisors |
5 | 9 (18) | 22 (44) | Expert |
6 | 12 (24) | 34 (68) | Master |
7 | 16 (32) | 50 (100) | |
8 | 20 (40) | 70 (140) | Renowned |
9 | 25 (50) | 95 (190) | |
10 | 30 (60) | 125 (250 | Top of Field |
Each PC may select up to 3 Primary Skill Areas (PSA) at character creation. These represent areas in which the PC has a natural affinity or concerted training, and therefore skill associated with the PSA are easier for the PC to learn than skills that are outside the PSA. In addition, should more than one PSA be chosen from the same Profession, then that character gains extra skill points at character creation, representing the more cohesive nature of the training and cross-training that occurs.
A character may chose to only select one or two PSAs at creation, and choose the remaining one(s) later in the game. This represents the character who later develops an affinity for a skill area or receives formal training later on. However, XP previously spent to gain skills in the new PSA at the higher non-PSA cost are NOT "refunded".
Professions and their associated PSAs are as follows:
1) Counselor: Administrator, Diplomat, Psychotherapist
2) Enforcer: Combat Specialist, Heavy Weapons Expert, Investigator, Security Specialist
3) Scientific Specialist (SciSpec): Academician, Astrogator, Engineer, Physician, Scientist, System Specialist, Wilderness Expert
4) Technical Expert (TechEx): Computer Specialist, Pilot, Roboticist, Technical Engineer
Skills represent that body of applicable knowledge a character has. Should a situation arise where there is no listed skill that matches what a PC is attempting to do, a GM should have the player roll the closest related skill or simply make an ability score check that is most appropriate.
Some skills all PCs have fundamental access to. These are the Base Skills that all PCs start the game with. These Base Skills all start at Level 0 except for the Language Skills. They are listed on the Character Sheet (available in the download section) and include the following:
- Personal: Perception
- Interpersonal: Diplomacy
- Interpersonal: Communication
- Language: Pan-galactic 5
- Language: (Own race) 6
- Weapons: Unarmed Combat
In addition, PCs have at least a basic understanding of all the skills that are related to their areas of training. Thus, all the skills within their PSAs are known at level 0 automatically, even if no XP are spent to learn them. (Example: a starting PC chooses the Combat Specialist and the Physician PSAs. He spends most of his experience points on the Weapons: Beam Pistols as well as few points on Medical: Illness, and Medical: Wounds I. However, with his exposure to medicine, he is also able to utilize the skill Medical: Wound II or Medical: Wounds IV - albeit, only at level 0 and thus a very unlikely to succeed! (But the small chance that he can perform the life-saving surgery which he once observed 5 years ago is better than the no chance any other person without the Physician PSA has!)
Lists of Skills by PSA:
Combat Specialist:
First Aid Skill Suite
Interpersonal: Body Speak
Small Unit Tactics
Weapons: Beam Pistol
Weapons: Beam Rifle
Weapons: Grenade
Weapons: Unarmed Combat
Weapons: Melee Weapons
Weapons: Missles
Weapons: Projectile Pistols
Weapons: Gyrojet Pistol
Weapons: Gyrojet/Projectile Rifles
Weapons Skill Suite
Diplomat:
Interpersonal: Communication
Interperonsal: Diplomacy
Language (all)
Knowledge (all Frontier cultures)
Professional: Politics (all Frontier systems)
Physician:
First Aid Skill Suite
Medical Skill Suite
Medical: Administer Medication
Medical: Bionics
Medical: Cybernetics
Medical: Devices
Medical: Diagnosis (race)
Medical: Illness (race)
Medical: Infection (race)
Medical: Vetinary
Medical: Wounds I
Medical: Wounds II
Medical: Wounds III (race)
Medical: Wounds IV (race)
These are to represent the heroism aspect of the game. Edge Points (EP) allow PC's (and even some NPC's!) to affect the fate of their character. Each character starts with 2 Edge Points and gains an additional one for every 20 Experience Point. (Should a GM want, they can get rid of Edge Points for a gritty campaign, or give them out more frequently - such as 1 for every 10 XP - for a more Heroic or Cinematic campaign.)
Examples of Edge Point use are as follows:
1) Re-roll the dice by using one Edge Point: Of great use when that telling shot to the evil ringleader just misses... or failing the Dexterity check to avoid falling into the Lake of Fire while jumping from pillar to pillar...
2) Locate a contact: Janelle and her posse are trying to track down the location of a suspected fraudulent banker responsible for stealing thousands of cred from her employer. The players however, have run up against a wall and don’t know how to proceed. Janelle's player decides to use an Edge Point to “remember” her good friend happens to work at Trans-travel, and can provide information about the last Void Jump ticket that the suspect purchased.
3) Find Equipment: The battle is going badly for the PC's, two of their number are down and Grevan is trapped in a Tangler grenade's sticky threads. His player spends an EP to remember that he had forgotten to take out the spare bottle of solvaway from his vest pocket that's just in reach.
Expanded
Advanced Options
Hit Location Table
EXAMPLE:
Unfortunately for the Yazirian, he doesn’t have a chance to make that decision as the last of the Ranger’s three shots strikes home with 2d10 + 2d10 damage to the Head/Neck (roll of 20)! Not only does the 26 points of damage cause a Moderate Wound giving another -20% to everything the Yazirian does, but the 39 points of STA damage (26 x 1.5) is sufficient to put down the traitor before he has time to set off the hidden explosives in the trapped computer!
Should a GM desire, restrictions can be placed upon how much extra damage is done against foes with unknown weaknesses.
For example, the PC's encounter a strange alien creature that has no reconizable head - only multiple tentacles radiating from a a multi-lobulated 8 meter diamatere spheroid body. Not sure where to aim, they just try to cause as much harm simply by pouring as much firepower into the thing as possible. Ruling that the PC's aren't aiming at anything specifically, the GM rules that only 2d10 extra damage from the skill check can be used, even if normally a successful roll would give more extra dice of damage. However, during the fight, the Environmentalist spends time observing the creature and notices that it happens to be extremely protective of one of its tentacles, and so yells for the entire team to aim there (makes a successful Science: Biology skill check with an 64). The GM rules that with a 64, the PC's can now do up to 6d10 extra dice of damage since he recognized that the unique tentacle is the sensory organ for the creature.
A similar case can be used for unfamiliar robots and the Robotics: Identification skill.