Class skills and PSA in fantasy frontiers

jedion357's picture
jedion357
December 29, 2015 - 10:04pm
Wrestled with this along time and decided that there would be class skills that sort of correspond to PSA and to classic Fantasy "classes' . like SF all class skills cap out at level 6. No other skill can be higher than a class skill (some minor exceptions to this : where a racial ability confers a free level in a skill at character creation a player might also use one of his skill choices to increase that to level 2 even though his class skill is level 1. ). Class skills confer some unique abilities and allow certain skills at the in class skill rate. Most other skills are at the out of class skill rate. 

There is likely to be a list of general skills which are at the in class skill rate for all characters. 

In the same way the SF martial arts skill has 3 unique abilities class skills have a list of unique abilities and a player picks 3 at first level and will add more as the class level increases. These abilities generally operate as a skill check at the class skill level. 

These abilities concerned by the class skill allow for customization of the character, for example all the classic D&D thief abilities  will be more or less on the list and the player can customize their their to be more of the acrobat, wall climbing thief or the lock picking/trap disarming thief but he will not be automatically locked into having a thief that picks pockets if that is not his character concept.

Sample class skills 
Knight: hard charging shock troop warrior
Weapons master: lightly armored weapons specialist in melee or ranged weapons to build deadly archers or swash buckling highway men 
Man at arms: heavy troop (armor) that is defensive and able to keep party members alive.
Thief: two primary builds acrobat focus or locks and traps focus
Priest class : choice of abilities not locked into being the healer, 
Wizard: spell slinger
Alchemist: able to enchant liquids and potions, some on the spot support for party- potential healer, poisoned, artillery etc.but not a front line fighter
Toying with monk class that is more in line with European mid eval monks 
In the same way the alchemist dabbles in the same archane powers as the wizard the will be a shaman that enchants charms as party buffs and could heal. The shaman works in priestly type magic.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!
Comments:

jedion357's picture
jedion357
December 29, 2015 - 10:17pm
Regular skills will be like blade weapons, pole arms, siege weapons, a knight gets the lance as a class ability meaning its use is automatic and tests at his class skills level but pole arms are out of class skill  and are not normally learned but can be just at a higher rate as its the par vue of the man at arms but blade weapons are in class skill that he can learn. He is barred from learning siege weapons as a knight doesn't sully his hands with such. 

If a knight learns divine magic than he is called a paladin but he is not automatically a goodie two shoe lawful good paladin of D&D. He is simply a warrior that has dedicated himself to a diety and may cast divine spells. 
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

jedion357's picture
jedion357
November 6, 2020 - 10:07am
New thinking on classless Fantasty Frontiers PSA and skills


PSAs
Martial, Magical, Ecclesiastical, Subterfuge, Woodcraft

Martial Skills: Choose Woodcraft or Ecclesiastical @ x2 out of PSA rate, Subterfuge +PSA not chosen for the times 2 rate are @ x3 out of PSA rate, Magical is blocked (note if choosing ecclesiasticl more paladin)
Blade Weapons
Pole Arms
Blunt weapons
Crossbows 
Thrown
Mounted Combat
Tactics (command of troops in battle- benefits to getting things done as a team or commanding NPCs)

Magical Skills:  choose  one from Woodcraft Subterfuge or martial to be at @ x2 out of PSA rate and the other two are @ x3 out of PSA rate, Ecclesiastical is blocked
Essence of Magic- sences magic, identify magic, read magic as subskills
All spells are individual skills
Counter Spell: with a RS check this skill/spell can degrade or nullify a magical attack
Craft magic: starts low at level one with scrolls 2 potions, 3 ammo type thins ie magic arrows etc probably this skill costs more? like even though within magical PSA you pay for it as if out of PSA

Ecclesiastical skills: Martial @ x2 out of PSA rate, Subterfuge & Woodcraft @ x3 out of PSA rate, Magical is blocked
Essence of the Holy: Detect Good or evil, Cleanse taint , purify as subskills
All Ecclesiastical prayers (spells) as separate skills
Wound binding- create healing salve and bind wounds as subskill- not like magical healing.
Turn Undead 
Invest holiness- make holy items and weapons skill is at out of PSA skill rate

Subterfuge: Martial @ X2 out of PSA rate, Magical and Woodcraft @ X3 out of PSA rate, Ecclessiastical is blocked
Pick locks
Traps: locate and disarm
sneak attack,
Pick pockets
Stealth
Bluff
Make items: can craft a key for a particular lock, make theives tools, make traps

Woodcraft: Martial @ x2 out of PSA rate, Subterfuge plus choose Eccesiastical or Magical at x3 out of PSA rate, blocked on the choice not taken (note: if ecclesiastical more druid)
Woodlore: make items, find edible and medicinal plants, find directions, locate water as subskills
Tracking
Bows includes making bows and arrows, chance to make master crafted arrows and bows (non magical bonus to hit)
Snares and traps
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!