Anonymous April 3, 2012 - 11:58pm | I added abilities to each skill in the article A Skilled Frontier from Issue #9. In some cases the player can choose which ability to use, this remains for the characters life. I've also added two skills: Vehicle Energy and Vehicle Rocket. Content of Star Frontiersman project A Skilled Frontierby Bill Logan Note, this is a modified version of the original article, a new skill called "Vehicle weapons" was added. Character GenerationAll players must decide which PSA is primary to their character concept, and which two are secondary to it. List one PSA with a "P:" next to it. List two PSAs with an "S:" next to them. All other PSAs are tertiary to your character concept. P: S: S: Your character will begin with three level 1 skills. One of which must be from your character's Primary PSA. The second can be from any Primary or Secondary PSA. The third can come from any PSA (even one tertiary to your character concept). For example, your character's primary PSA is Military, and your secondary PSAs are Tech and Agent. You begin with three level 1 skills. One of which must come from your Military PSA, the other may come from any primary or secondary PSA (Military, Tech, or Agent). The third can come from any PSA you want. You select Beam Weapons level 1 from Military, Robotics level 1 from Tech, and Survival level 1 from Scout. Skill Checks1/2 Ability + 10% for each Level of skill. For example, if your ability is 60 and you have a 4th level skill the skill check would be 60/2 = 30 + 40 = 70% Unskilled Skill Checks1/2 Ability Skill Notes
Skill ListNote the ability next to each skill, if there are two listed you must choose one. This choice remains throughout the characters career. Make sure to record the ability next to the skill. Ron chooses Persuasion for his dralasite character. The skill lists PER or LDR. Ron's LDR is higher, however he imagines his character uses PER more than LDR when trying to persuade others (and he plans on raising his PER score faster than LDR). He records PER next to this Persuasion skill and then calculates the score. Agent The Agent professional skill area governs those specialty skills associated with activities often outside the law. They deal with deception, coercion, theft, and espionage. Skilled agents can slip into an area, carry out a mission, sense any traps you've prepared for him, and if caught convince you to let him go. The Agent PSA consists of the following skills:
Artist The artist professional skill area covers skills designed to create and interpret various forms of expression. Effective professional artists have a creative streak that permeates everything they do in life. Creative individuals have an easier time learning to play musical instruments, write elegant speeches or songs, sculpt things from various materials, and draw/paint their visions to canvas or paper. The Artist PSA consists of the following basic skills:
The linguist professional skill area is for those individuals determined to speak, read, and write every language in the Frontier. Although few player characters would select this as their Primary PSA, many may wish to purchase individual skills. Purchasing languages is handled simply: level 1 allows for basic/halted/limited conversation, level 2 allows basic/limited reading and writing, level 3 means your character is fluent with a strong accent but can read/ write effectively, level 4 is completely fluent and completely literate, level 5 is able to pick up and simulate local dialects, and finally level 6 is a mastery normally reserved for those raised to speak to the language, indistinguishable from a native. If you want to get around in an area, building a language skill to level 2 is typically sufficient. Starting players are automatically considered level 6 in the languages of their native race and level 5 in Pan-Galactic. The Linguist PSA consists of the following basic skills, but more languages can be found throughout the Frontier: Ability: LOG
Military The military professional skill area represents the specialized form of destruction practiced by soldiers, mercenaries, and even private bodyguards. Military specialists are unfortunately common throughout the Frontier. Effective military specialists can take out their enemies with speed and precision. The Military PSA consists of the following skills: Ability: Ranged use DEX, Melee use DEX or STR and Demolitions uses LOG
Pilot The Pilot professional skill area covers the operation of vehicles, military or otherwise, in stressful situations. A skilled pilot can maneuver his vehicle through tight confines, across dangerous terrain, and recover from losses of control. The following skills comprise the Pilot PSA: Ability: DEX
Scholar The scholar professional skill area involves skills that are all about knowledge. Even if that knowledge isn't quite scholarly, it falls under this skill area. Effective scholars can draw parallels between literary and historical events and apply them to what is going on around them, giving them an insight that unscholarly people might lack. Note that all rolls for scholarly skills can be made twice: first to see if you know the fact, and second to research it if you don't know it. The Scholar PSA includes the following skills:
Scientist The scientist professional skill area covers those skills that deal with the living, chemical, or physical laws of the universe. Scientists give names to the unknown, bringing them into the realm of the known. A skilled scientist develops ideas or diagnosis, plans experiments, and proves theories. Whether they're in it for the discovery or for the glory, scientists are part of what makes the Frontier an exciting place. The Scientist PSA is comprised of the following skills:
The scout professional skill area includes those skills the outdoorsman would require. Effective scouts can live off the land and survive adversity off even complex environments if they have the right materials handy. The following skills comprise the Scout PSA:
Tech The Tech professional skill area includes those skills that deal with the repair, configuration, programming, and engineering of technology. Effective Techs can repair damaged goods in adverse conditions, operate technological devices to their fullest, and reprogram captured enemy or alien technology for their own use. The following skills comprise the Tech PSA:
Spending Experience PointsTable: Experience Point costs
To raise a skill it costs a number of XP shown on the table. For instance, if you have a level 3 skill in your Primary skill area to raise it to level 4 it would cost 12 XP. If it were a Tertiary skill (not in your Primary or Secondary) it would cost 32 XP Ability cost 1 for 1. For instance, if you spend 3 XP you can raise one ability by 3. 1 |