Section III. Library of Skills

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JCab747
April 30, 2016 - 5:09am

Biosocial/Psychosocial Skills

Biosocial skills involve the behavioral sciences including business, economics, law, life, the underworld, health and Psycho-Social.

Psycho-Social skills give a character an advantage when dealing with individuals or groups of intelligent beings. The skill can be used when dealing with any of the major races as well as any other intelligent species the character encounters.

Racial Bonuses: Because Vrusk have the racial ability of Comprehension, they gain +5% on all rolls involving Psycho-Social skills such as Empathetic Understanding, Communication, Diplomacy, Persuasion and Psycho-Pathology. Dralasites get a bonus of +10 when using empathy, because of their racial ability to detect lies. These modifiers apply only if the character has Psycho-Social skill.

Academics

Success Rate: ½ Log + 10% per level

Pr: N/A

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

Success Rate: ½ Dex+10% per level

Pr: N/A

This skill involves all the various activities associated with circus acrobats, including: trapeze, tightrope, jumping and 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.

Agility

Success Rate: Automatic upon selection of techex profession

Pr: TechEx Profession

When a character chooses the techex profession he automatically receives this bonus skill. It is assumed that a techex character spent his youth working with intricate equipment, thus raising his agility above the average. The character has 7 points that he can now add to his DEX/RS combination in whatever manner he wishes (e.g., 3 to DEX, 4 to RS).

Alertness

Success Rate: automatic (Int)

Pr: N/A

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/Setting

Success Rate: ½ Log + 10% per level

Pr: N/A

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

Success Rate: ½ Log + 10% per level

Pr: N/A

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.

Appraisals

Success Rate: ½ Int + 10% per level

Pr: N/A

This skill allows a character to appraise with worth of rare and valuable items (artwork, antiques, books, exotic weapons, etc.) to within 10% of their normal cost.

Archaeology

Success Rate: ½ Log/Int + 10% per level

Pr: N/A

This skill is the scientific study of the life and culture of ancient peoples, through examination of excavations of ancient cities, relics, and artifacts. A successful skill check allows a character to tell the approximate age of an item, what its use might have been, and what the race was like who used it.

This is all subject to varying factors, of course, such as the alienness of the item to the character or cases of extreme antiquity. If an entire site is being studied, a number of successful checks over a long period of time must be made to get an overall picture.

Bluff

Success Rate: ½ Per/Ldr +10% per level

PR: N/A

A bluff is loosely defined as a lie, evasion, or convincing someone that you are something or someone you are not. Any character attempting a bluff who does not have this skill uses a roll against their Personality or Leadership Score with a -30 percent modifier. The more difficult the bluff, the greater the negative modifier. A character with this skill is smoother and more confident in his bluff if the bluff is plausible.

For example, an Ifshnit saying he is really a magically transformed Osakar is just plain silly. But an adventurer telling a member of a secret society that he is also a member of the society may work. The referee should modify the bluff based on other factors (unknown information, passwords, etc.).

Charisma

Success Rate: Automatic upon selection of Explorer Profession

Pr: Explorer Profession

When a character chooses the explorer profession he automatically receives this bonus skill. It is assumed one of the reasons the character chose the explorer profession is because he has leadership qualities and a personality that is above average.

The character has 7 points that he can now add to his PER/LDR combination in whatever manner he wishes (e.g., 2 to PER, 5 to LDR).

Chef

Success Rate: Automatic (LOG/INT)

Pr: N/A

A character who selects this skill has an unusual knowledge of fine cuisine and how to prepare it. If he desires, the player can roll 1d100 (ignore anything under 20 and over 90) to rank himself against other galactic chefs. Not only can this character how cook a gourmet meal, providing him with a good alternate source of income, but he can also estimate the worth of culinary rarities (spices, cooking utensils, cookbooks, exotic foods, etc.) within 10% of their retail costs.

Communication

Success rate: ½ Log/Int + 10% per level + racial modifier

Pr: N/A

This skill can be used when a character must communicate with a creature whose language he does not speak or understand. If the character uses this skill successfully, he can communicate using very simple messages. The referee might force players to use simple messages by restricting them to two-word phrases. Vrusk possessing this skill receive an additional +10% modifier when using it.

Diplomacy

Success Rate: ½ Per/Ldr +10% per level

Prerequisites: Persuasion 1, Politics 1

This skill allows a character proficient in it to negotiate on a grand scale (with corporations, governments, alien races, religious groups, powerful individuals, etc.). Setting up embassies, establishing treaties, negotiating trade, and arbitrating a cease-fire agreement are all examples of the kinds of activities a trained diplomat can engage in.

The diplomat is considered skilled in all the fundamentals of negotiating and is assumed to have researched whatever diplomatic situations she might be engaged in beforehand. A skill check is required any time a tense situation arises in the diplomatic process or any time that a character hasn’t had time to adequately prepare.

This skill also provides a +10% modifier per level to skill checks during diplomatic interactions (PER checks, bluff, haggling, persuasion, etc., in the aforementioned settings).

Disguise

Success Rate: ½ Per +10% per level

Pr: Bluff skill of at least the same level

This skill teaches the character the proper use of disguise for the purposes of bluffing. When bluffing while using a disguise, use the Disguise success rate. The level of the Disguise skill for this purpose cannot exceed that of the Bluff skill.

For example, a Star Lawman is trying to pass himself off as a hood to gain the confidence of a known felon. He has Bluff Level 3 and Disguise Level 2; therefore he uses the Disguise Level 2 as his success rate to bluff. If he had a Bluff Level 2 and a Disguise Level 3, he still would use a Disguise Level 2 success rate, because you cannot disguise yourself to bluff higher than the Bluff skill. Only when both the Bluff and Disguise Levels are 3 can the character use the Skill Level 4 success rate.

The Disguise skill includes the proper use of makeup, artificial hair, prostheses, and costumes.

Dramatics

Success Rate: ½ Per +10% per level

Pr: Bluff and Disguise skills of at least the same level

The use of the Dramatics skill is similar to that of the Disguise skill. A character with Dramatics, combined with the Bluff and Disguise skills of at least the same level as the Dramatics skill, can increase his chance of bluffing another character or a group into believing he is someone else. When attempting this type of bluff, the character will use the Dramatics skill success rate.

Furthermore, if the character also has a Persuasion skill of at least the same level as his Dramatics skill, he uses a success rate of Dramatics Skill with a +20% modifier.

Economics

Success Rate: ½ Log +10% per level

Pr: N/A

This skill gives the character an understanding of economics, micro and macro. This skill is essential to those who wish a business to flourish and grow. This skill can also be used to modify the results of investment growth (+10% bonus to rolls). See “SF4: Mission to Alcazzar” for an example of an investments table.

Empathetic Understanding

Success rate: ½ Int + 10% per skill level (Dralasites +10% modifier)

Pr: N/A

Empathy can be used by a character only once per encounter to get a general impression of the mood and intentions of individuals or groups. In order to use this skill, the specialist must be able to see or hear the individual or group.

The information that a character gains by using this skill is very vague and non-specific. The referee should use descriptions like hostile, curious, cautious, helpful, neutral, etc.

If two characters in the group have empathetic understanding, they can both use it. Dralasites possessing this skill have a +10% modifier.

Entertaining

Success Rate: Special (Per)

Pr: N/A

Note: 1d100 roll establishes character's entertainment level Each time this skill is taken it allows a character to either learn one entertainment skill (singing, dancing, playing a musical instruments, juggling, etc.) or improve a skill he has already selected.

When an entertainment skill is first selected, the character must roll 1d100 (ignore any rolls below 10 or above 90). This is his proficiency with this form of entertainment. One-tenth of this proficiency (rounded down) is his entertainment level. The entertainment level is used for comparison with other entertainers in the same field, for deciding how much the performer is paid, and as a skill level to distract others (if the entertainment level check is made, the characters are distracted, if only for a moment).

Entertainment skills can be used as cover identities for characters. If the player is good enough, it can also provide him with optional employment.

Someone with Entertaining gets an automatic level 1 when performing other entertainment skills such as Acrobatics, Escape Artistry, Stage Magic (Sleight of Hand), General Lore (Storytelling) and Gambling. To go beyond level 1 in these skills, however, they must be purchased separately.

If the initial proficiency roll does not provide an entertainment level as high as the player would like it, he can choose the same entertainment skill again and again. Each time the skill is chosen it increases the entertainment skill level by one. Each time the skill is chosen after the initial choice it should be treated as the second level, third level, fourth level, up to a maximum of eighth level, for purposes of skill costs.

Escape Artistry

Success Rate: ½ Dex +10% per level

Pr: None

This skill is the art of thwarting various types of personal restraints (such as handcuffs and rope) by means of contorting the body and/or picking small locks. If the restraint system is secured by a complicated electronic locking mechanism, the use of Security Systems: Open Locks must be used in conjunction with this skill to gain release (in other words, the character must successfully pass an open locks check, then successfully pass an escape artistry check; as always, this is at the referee’s discretion). The success rate may be adjusted up or down by the referee depending upon the complexity of the restraint and the availability of necessary tools.

Etiquette

Success Rate: automatic (Log or Per)

Pr: N/A

This skill makes an individual proficient in all the social niceties associated with Frontier life. Dining out at an elegant restaurant, entertaining amongst the well-to-do, knowing what conversation to engage in in social circles, and being up on the latest fashions are all within the range of the character’s experience. A skill check is required only when the character is thrust into an unusual situation (first contact with an alien species, being invited into a fairly secretive society, etc.). Characters with this skill gain a +10% to PER checks in the above-mentioned social situations.

Finance

Success Rate: ½ Log + 10% per level

Pr: N/A

This skill selection gives the character a chance to know the past and present history of mega-corps, their subsidiaries and holdings, to be able to read and prepare financial records and credit ratings, to know how to manipulate credit and financial investments. If the character does not know the information himself, he knows where he can do research to find out, though this can do research to find out, though this can sometimes take months of study. This information includes knowledge of mega-crop bigwigs, underlings, and what private company policies exist.

Fine Arts

Success Rate: special (Int)

Pr: N/A

This skill is similar to the Zebulon’s Guide skill of Entertaining except that it pertains to skill in one of the various fine arts (painting, holosculpture, poetry, etc.). Characters proficient in any fine art have a strong foundation in their area and some basic understanding of the other fine arts.

Forgery

Success Rate: Special

Pr: To forge requires proper tools and materials.

This skill gives a character a chance both to forge passports, signatures, and documents, and detect forgeries. If this skill is combined with the Finance skill, the character also adds currency and stocks and bonds to the list. If this skill is combined with an Entertainment-Artist skill, the character also adds artwork to the list.

·         To forge = ½ Dex +10% per level

·         To detect forgery = ½ Int +10% per level

Gambling

Success Rate: ½ Int + 10% per level

Pr: N/A

Characters skilled in gambling are knowledgeable of the various games of chance in the Frontier. This skill works like the entertainment skill printed in Zebulon’s Guide in that each time the character buys this skill she can specify which game of chance to be proficient in. The character is proficient enough in these games to be considered an expert. A successful skill check means the character gets a payoff (roll d100 and multiply this number times the character’s bet. Alternately, a referee may develop their own games and rules). If the character fails, she loses her bet. If the character rolls a 98-00, she loses everything that she owns and may even be in trouble with the gambling establishment (referee’s discretion).

General Lore

Success Rate: ½ Log +10% per level

Pr: N/A

Description: This skill covers in depth knowledge of any general area of knowledge (the more trivial the better!).

An example of this would be sports trivia. Sports trivia experts would be familiar with all known general sporting events. Characters know not only rules and regulations, but also famous figures from the sport, histories of famous games and figures, training procedures, common illegalities concerning the sport, and common strategies.

Characters taking this skill can opt to have general knowledge only, or to have an in-depth knowledge of certain areas (such as sports).

Haggling

Success Rate: ½ Per +10% per level

Pr: N/A

This skill gives a character a chance to haggle the price of an item or service down if he is buying or up if he is selling. The normal cost increase or decrease is 10%. If 01-02 is rolled, the increase or decrease is 20%. If 96-00 is rolled, the haggling has exactly the opposite result and the price goes against the character by 20%.

Hypnosis

Success Rate: ½ Per +10% per level

Pr: N/A

In order to hypnotize a character, the hypnotist must be able to speak to the subject in a common language without a translator. If the person being hypnotized is willing, this is the only requirement. If the subject does not realize he is being hypnotized, he is allowed an Intuition check.

For example, if the hypnotist is a Sathar, his skill level is eighth, but an unwilling victim is allowed a Logic check in addition to the normal Intuition check. This change applies as it is now widely known that Sathar can hypnotize. If he passes the check, the subject realizes what is happening and cannot be hypnotized during that encounter. If he fails the check, he can be hypnotized normally.

No one can be hypnotized against his will if he realizes he is being hypnotized.

A character may try to hypnotize only one subject at a time. Hypnotizing someone takes 1d10 minutes. The hypnotist can try to hypnotize a willing subject a second time if the first attempt fails. If the subject is unwilling, the hypnotist has only one chance to hypnotize him.

Hypnosis can be used to give a character a +10% modifier on all melee combat rolls. This effect lasts one hour, and can be used on a character only once per day. Hypnosis can also be used as an anesthetic. A wounded character who is hypnotized can receive 5 more points of damage than normal before going unconscious. These extra points must be healed normally.

A hypnotist's most powerful ability is suggestion. A hypnotized subject believes almost anything the hypnotist tells him if it is phrased in terms believable to the subject. The hypnotized character will not do anything that is against any strong moral or religious beliefs that he has, but he can be tricked into doing things that he would not normally do. The hypnotist must give the subject a good reason to do something unusual, or convince him that the situation is not exactly as it seems.

For example, a guard will not let unauthorized persons into a restricted area. A successful hypnosis skill check could convince the guard that the hypnotist is an authorized person but has forgotten his pass. The guard would believe that and let him in.

Interrogation

Success Rate: ½ Per/Ldr +10% per level

Pr: N/A

Characters skilled in interrogation are knowledgeable of the many techniques and forms of interrogation. On a successful skill check, an interrogated character must make a 1/2 stamina check or confess some important information to the interrogator. PCs using interrogation can choose either non-invasive techniques (rigorous cross-examination, hypnosis, telol) or invasive techniques (torture, hard drugs) to extract information.

Non-invasive techniques are resolved at normal success rates. Invasive techniques carry a +20% bonus to succeed but on every attempt the victim suffers 2d10 points wound damage and must subsequently pass a STA check or go into shock. Victims must be revived using Medical Treatment: Wounds 2 before proceeding. A character can attempt interrogation a number of times per day equal to his skill level. The exact methods of NPC interrogations are left to the imagination of the referee.

Investigation

Success Rate: ½ Log/Int +10% per level

Pr: Law and Analyze Social Situation

This skill allows the skilled character to know where and how to look for information pertaining to any sort of informal/formal investigation.

For example, the character might know information about a society that the player does not – Taanik the Dralasite is trying to identify a murder suspect. Id knows that the suspect placed a call to the victim the night of the murder. With the Investigation skill, Tannik might know (with a successful skill check) not only that the telecom company keeps those records, but where they keep them, and the most effective ways of sneaking a peek at them – even if the player doesn’t know them (the referee would let her know Taanik’s knowledge).

Of course this skill can’t be used to generate knowledge of things that aren’t there; if there really is no way for Taanik to get a look at those records, a successful skill check would yield “Sorry, you just can’t do it.” Note that this skill may require an additional successful check of the skills, Politics, Theology, or even Underclass, depending on what the investigator is investigating–this is up to the referee’s discretion.

Additionally, the character skilled in investigation has an in-depth knowledge of the tools of investigation, including the knowledge of legal and police networks, fingerprint analysis, DNA analyses, use of specialized databases, limited surveillance techniques, etc.

Iron Will

Success Rate: automatic (Sta)

Pr: N/A

Iron Will is a skill by which the character learns various ways in which to fortify his mind against mental attacks. Psionic disciplines suffer a –10% penalty when used against the character if the character successfully passes a skill check and is actively trying to shield his mind. In addition, a character with Iron Will can make a full Stamina check against interrogation if a skill check is passed. This skill is one non-Mentalist skill that Mentalists are allowed to specialize in.

Languages I

Success Rate: ½ Log + 10% per level

Pr: N/A

This skill allows characters to learn languages in addition to their native tongue and Pan-Gal. At 1-2 level, a character has a passable vocabulary and is able to speak the language reasonably well. Native speakers will recognize the individual as a foreigner. At 3-5 level, the character is fluent and may be able to hide her accent if attempting to pass herself off as a native (skill level check). At 6th level, the character can speak the language as expertly as a native speaker can.

Languages II

Success Rate: see skills section

Pr: N/A

This is a more in-depth language skill for those players and referees who find Languages I to be too limited.

Table 6. Cost and Consequence of Language Skill Levels

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.

Languages come in 6 levels of mastery. The cost of language levels is unlike ordinary skills as the table indicates.

The first level is more expensive because basic comprehension of a new language is not easily gained. From there, new levels cost less or the same as the previous level until advanced levels of the language are gained. A beginning character starts with level 2 in their racial language and level 2 in Pan-Gal, with 15 + 2d10 more points which may be used to purchase language levels. These points do not HAVE to be spent on language, and half of the 2d10 can be used towards racial abilities. A character of a certain race may not be able to physically speak all languages.

Language Options: Racial languages listed most common first.

·         Dralasite; High – This is the language in which Dralasite use to speak of intellectual topics. Dralasites learn both High and Common as a single language.

·         Dralasite; Common – This is the base language in which a Dralasite uses to speak of mundane subjects.

·         Human; Modern – The most common human language.

·         Human; Sub-Cult – The language used by the fashion, legal, and illegal undergrounds.

·         Human; Archaic – This is a virtually dead human language, somewhat like Latin.

·         Human; Ancient – This is a dead Eastern equivalent.

·         Humma

·         Ifshnit

·         Osakish – This language is so complex that so far, only Osakar have been able to speak it.

·         PanGal – This language was created by PGC, which quickly became the most common language of all Frontier races.

·         Saurian

·         Vrusk

·         Yazirian; Argonian – The official language of the Family of One.

·         Yazirian; Gnarsh – Language of dissidents from the Family of One on Yast (Athor).

Proficient Languages: Certain languages are easy for other races to adapt to. These languages can be spoken by a race beyond 4th level. Dralasite is still only verbal; thus, an accent is detected when in person.

·         Dralasite: Human, Ifshnit, Yazirian

·         Human: Dralasite, Humma, Ifshnit, Yazirian

·         Humma: Human, Yazirian

·         Ifshnit: Human

·         Osakar: All

·         Yazirian: Human, Humma

Unspeakable Languages: Due to physical limitations, certain races are unable to replicate all of the sounds necessary for a language. The written form of a language is not limited by such constraints. Each race’s limitations are:

·         Dralasite: Osakish

·         Human: Osakish

·         Humma: Ifshnit, Osakish

·         Ifshnit: Humma, Osakish

·         Osakar: None

·         Sathar: Able to speak Human, Yazirian, PanGal

·         Saurian: Osakish

·         Vrusk: Humma, Osakish

·         Yazirian: Osakish

Law

Success Rate: ½ Log + 10% per level

Pr: N/A

This skill gives the character complete knowledge of the laws of the planet on which he lives. It also allows him a skill check on all civilized planets to know their laws. Characters who are members of Star Law are completely briefed on planetary laws before they are sent on a mission. Law Level 4 or higher allows the character to legally represent himself or other characters in a UPF court of law.

Lip Reading

Success Rate: ½ Log + 10% per level

Pr: understanding of the language being spoken

The character with this skill is able — on a successful skill check – to follow a spoken conversation by reading lips as long as he is within eyesight and the person is generally facing in his direction. Any conversation can be interpreted as long as the individual has some means of seeing the individual (using magnigoggles, seeing someone on a video camera, etc.) and he can understand the language being spoken.

Management

Success Rate: ½ Per/Ldr +10% per level

Pr:  N/A

This skill gives the character the ability to manage others in some sort of business structure. It also gives the individual in-depth knowledge of management practices and theories. A character with this skill gains a +10% bonus to certain checks (persuasion, bluff, PER checks, etc.) when dealing with individuals in a business environment.

Occult Knowledge

Success Rate: ½ Log/Int + 10% per level

Pr: N/A

Characters skilled in occult knowledge are aware of all of the various cults and cadres of the Frontier, understand Frontier mythology and supernatural beliefs, and are generally up-to-date on the bizarre and unusual. A skill check is required any time a character tries to dredge up knowledge of rare occurrences, tries to understand the supernatural beliefs of an alien culture, or any other similar instances.

Personality Restructuring

Success Rate: ½ Log/Int + 10% per level

Pr: Psychopathology 2, Psychotherapy 2, Interrogation 1, Hypnosis 2

This skill allows an individual knowledgeable in the above-mentioned prerequisites to attempt to completely change an individual’s personality. New personality traits, suggestions, or behavior patterns can be imprinted upon an individual given ample time and proper conditions (for example, hospital facilities and several weeks to months of work with a willing subject).

Skilled individuals can attempt to subvert willing or unwilling subjects and change behavioral patterns, imprint subliminal messages, condition phobias, obsessions, or compulsions, etc. in a number of hours equivalent to the person’s intuition or logic (whichever is higher) divided by 10 (rounded up). This sort of brainwashing, however, is not without its flaws given the shortened time frame. Every standard day, a character is allowed a one-quarter LOG/INT check to recognize the tampering. Although the tampering cannot be fixed without further personality restructuring or intensive psychotherapy, the afflicted individual can fight off the effects of the brainwashing with a successful LOG/INT check.

Persuasion

Success rate: ½ Per/Ldr +10% per level

Pr: N/A

Persuasion lets a character try to convince a person or group to follow a reasonable course of action suggested by the character. The character must explain his plan to the group or person being persuaded. If the character must use a translator, he has a -10% modifier. A character can try to persuade a group or individual only once. If the character misses his roll by 30 points or more, his audience will get mad and might try to do something that is the opposite of what the character wanted. See the Dramatics skill for further use of Persuasion.

Photography

Success Rate: ½ Int +10% per level

Pr: N/A

Any character can use photographic and holo-vid equipment, but when a difficult shot is needed this skill is a must. It includes knowledge of most types of photographic equipment: lenses, filters, lights, etc., how to care for and clean the equipment, and how to set up remote and timed shots.

Difficult photographic shots are not just made by reporters tracking down celebrities; they are also made by private investigators and Star Lawmen who need photographic evidence. Any character who wants to be a reporter needs this skill, as most Federation and Frontier reporting is in a visual medium.

Pick Pockets

Success Rate: ½ Dex +10% per level

Pr: N/A

Pick Pockets allows the character to successfully steal from another individual, palm items, and generally pilfer small articles on a successful skill check. If the character knows what she is looking for and knows its location, a successful skill check is all that is required. A failed check means the object is not found or successfully lifted (and an opposing INT check of the target is called into play to see if the pilfering attempt is noticed). On a roll of 96-00, the character is automatically caught in the act. If the character does not know where the object is or just wishes to blindly search, the searched individual notices the attempt on any failed roll (no INT roll needed).

Politics

Success Rate: ½ Ldr +10% per level

Pr: Persuasion 1, Dramatics 1

This skill selection gives the character a chance to know the history and due process of federation and planetary politics. This includes knowledge of political bigwigs, their aids, and how honest they all are. It also gives knowledge of the finer arts of political maneuvering, the basics of speech making, and allows the character a skill check on local politics after he has spent at least one day on a planet.

Psycho-Pathology

Success Rate: ½ Log/Int +10% per level

Pr: N/A

Psycho-pathology lets the character try to help other characters or creatures that are psychologically disturbed. Extreme fright, isolation, or even unusual air or food chemistry can seriously affect a character's mental condition. A psycho-pathologist can help characters recover their confidence or forget their traumatic experiences. This skill also helps to determine what will reassure or frighten a primitive. When a character has this skill and the Exobiologist skill he can even determine what might frighten or reassure an alien (use the lowest skill level of the two for a skill check).

 Psychotherapy

Success Rate: ½ Log/Int +10% per level

Pr: Psychopathology 1

This skill allows a character knowledgeable in psychopathology to treat individuals afflicted with mental illnesses. The individual is skilled in various treatment techniques and is aware of the latest developments and treatments in Frontier healthcare.

Recognize and Use Spy Gadgets

Success Rate: ½ Int + 10% per skill level

Pr: Espionage Profession

Spies are familiar with many types of gear that are not what they appear. This is the chance that a spy will recognize and be able to use (separate rolls) an unfamiliar covert gadget.

Once a spy has used a new gadget successfully, he can operate that gadget anytime unless it has been modified.

Recreation/Sports

Success Rate: automatic (Dex)

Pr: N/A

This skill is identical to the Entertaining skill outlined in Zebulon’s Guide, except it relates to indoor and outdoor recreational activities and sports (billiards, table tennis, skiing, surfing, boating, skydiving, etc.).

Situational Awareness

Success Rate: Special (Int)

Pr: Espionage Profession

This skill represents the spy’s hyper sense and sharply honed intuition that allows him to avoid danger. It provides three benefits; it allows him to:

·         add ½ his skill level, rounded up, to is Initiative Modifier (IM)

·         add 10% per skill level to surprise checks

·         attempt to read a situation for danger using ½ Intuition (INT) + 10% per skill level.

Society

Success Rate: ½ Per/Ldr +10% per level

Pr: N/A

This one-time skill selection gives the character a chance to know the social elite on a federation, planetary, or local scale. This includes knowledge of the rich and famous (including celebrities), what their status in society is, where they are located, what their interests and backgrounds are, social graces and maneuvering, and major social activities.

The skill can be invaluable when working undercover or on a specific case. The skill must be taken for every different society, except for the player character's own society, which is automatic when he first takes the skill. The referee may also decide that it can be a positive modifier when bluffing.

Stage Magic (Sleight of Hand)

Success Rate: ½ Dex/RS +10% per level

Pr: N/A

This is the ability to perform large-scale illusions. A successful skill check means a character has seen a trick performed or read how it works, knows how the illusion is created, and can, given enough time and the proper equipment, recreate it. In addition, a successful skill check allows the character to perform simple illusions on the spur of the moment (sleight of hand tricks, card tricks, smoke & mirror variety ploys).

Surveillance

Success Rate: ½ Log + 10% per level

Pr: N/A

Characters with this skill are capable of observing others at a distance, using a variety of electronic tools. The character can design, install, and monitor such equipment, as necessary. Characters skilled in surveillance have a ½ skill check success rate of being able to detect if they are under surveillance themselves if actively searching.

Theology

Success Rate: ½ Log + 10% per level

Pr: N/A

This skill gives a character detailed information on one of the thousands of religions and beliefs practiced in the federation and on the frontier. This includes knowledge of gods and pantheons, taboos, clerical organizations, and the type of structures they use for worship, if any. This skill might add a positive modifier to an attempt to bluff.

Trade

Success Rate: (Varies)

Pr: N/A

Encompassing the various supporting professions in an advanced society, trade is a catch-all category. For every skill level advancement, a character can learn a new trade skill.

‘Blue-collar’ professions (agriculture, masonry, cosmetology, etc.) usually require DEX as a main attribute, while ‘white collar’ professions (Teaching, Brewing, Interior Decorating, Fashion, etc.) usually require LOG/INT as main attributes.

Exact details of each profession are left to the individual referee and player, but players are assumed to have specialized knowledge of their area of expertise as well as a basic knowledge of related disciplines.

Some examples of trades include: Agriculture, Construction, Fashion, and Teaching (a possible use of this skill might allow a teacher – on a successful skill check – to impart between 1-4 skill points to a student for application to skills the teacher is proficient in).

 Underclass

Success Rate: ½ Per/Ldr +10% per level

Pr:  N/A

This skill gives a character some specialized knowledge of the criminal activities in a certain locale (city, country, planet, system, etc.).

The more limited the scope of the knowledge, the more information the character will have, including criminal contacts. The wider the range of criminal activity (for example, the activities of the Malthar in the Dramune System), the less specific information the character will have.

Ventriloquism

Success Rate: ½ Dex + 10% per level

Pr: N/A

This skill allows a proficient character to throw her voice, making sounds appear to originate from someone or something as much as 5 meters away. A failed check means the ventriloquism attempt didn’t work — anybody listening knows where the sound came from. Even a successful ventriloquism attempt isn’t foolproof: Suspicious listeners get a ½ Log check to see if they detect the deceit.

Joe Cabadas
Comments:

JCab747's picture
JCab747
April 30, 2016 - 5:11am

Computer Skills

There are eleven separate Computer skills including: Access & Operate, Bypass Security, Defeat Security, Display Information, Interface, Program Bodycomp, Program Manipulation, Program Writing, Repair Bodycomp/Specialized, Repair Computers and Software Engineer.

Computer programs have levels from 1 to 6, depending on their complexity. Computers also have levels from 1 to 6, depending on what programs they hold. These levels are explained in the descriptions of computers in the Equipment section.

There are three basic types of computers such as mainframe computers, specialized computers, and body computers.

Mainframe computers are the type that most of the computer skills are designed for. Mainframe computers are classified as Level 1 through 6 (6 is the most complex). They also use programs (called maxiprogs) of Levels 1 to 6. The level of a mainframe determines what maxiprog levels it can run.

Specialized computers are usually considered Level 2 computers and body computers (called bodycomps) are the level of their processor packs; Type A equals Level 1, Type D equals Level 4. A character with a computer skill gets only one chance per day to try it on a computer. If the computer is designed by an alien race (other than a Frontier race) the success rate for the skill is modified by -20%.

Computers: Access & Operate

Success Rate: ½ Log + 10% per level (-10% per COML)

Pr: N/A

This is the prerequisite computer skill for all other computer skills, whether mainframe, specialized, or bodycomp.

It allows the character to access and operate the particular type of computer he is working with.

The chance to successfully operate a particular type of computer is half the character’s Logic score plus 10 x the expert's level, minus 10 x the computer's level. A roll of 96-00 is an automatic failure.

Once a specialist has operated a computer successfully, he can operate that computer anytime, unless it is modified.

Computers: Bypassing Security

Success Rate: ½ Int or Dex (manual) + 10% per level -10% per program level

Pr: Computers: Access & Operate, robocomkit

If a mainframe computer has a Security (Computer) maxiprog, characters must bypass or break this security override before they can perform any other computer skill except repair. A security override will sound an alarm if anyone tries to run, alter, or purge the maxiprog without first defeating or bypassing the security override. A security override is the same level as the Security maxiprog. The referee should make the skill check roll to detect a security override secretly, since many maxiprogs have no overrides on them.

A security override can be manually bypassed by rewiring the computer. This takes only 1d10 minutes, but has several disadvantages: there is a chance equal to the success rate every day that the wiring shorts out, it requires a robocomkit, and failing the roll sets off every alarm the computer has.

Computers: Defeating Security

Success Rate: ½ Log + 10% per level - 10% per program level

Pr: Computers: Access & Operate, robocomkit

If a computer has a Computer Security program, characters must break or bypass this program before they can perform any other action except repair. Defeating a security program involves a decoding process that can take a long time.

Characters trying to break security must spend 1-10 hours working at the computer. Also, before a specialist tries to manipulate a program, he must find out whether the program itself has any security overrides.

A security override will sound an alarm if anyone tries to run, alter or purge the program without first defeating or bypassing the security override. A security override is the same level as the computer's security program. The referee should make the roll to detect a security override secretly, since many programs have no overrides on them. If successful, the Security (Computer) maxiprog is erased.

Computers: Display Information

Success Rate: Display Information ½ Log + 10% per level - 10% per computer level

Pr: Computers: Access & Operate

A specialist can use this skill to display any information in the computer's memory. A character can use this skill to display any information accessed in a mainframe computer's memory in whatever form he wishes: alphabetical, chronological, order of security value, etc.

It is especially useful for getting lists of programs that are stored in the computer, personal records, and raw, unprocessed data that is recorded on an A/I (Storage) maxiprog. A specialist gets a +20 modifier if he is trying to display information about a program he knows. He can automatically display information about programs he wrote in the computer. If a specialist displays an item successfully, he never needs to roll to display it again with that computer, unless it is altered.

Computers: Interface

Success Rate: ½ Log + 10% per level (-10% per Computer level)

Pr: Computers: Access & Operate, robocomkit or a CAC

With this skill a character tries to link two computers together, either by connecting their wiring or through some intermediary device like a Computer Access Computer (CAC) or a radio link. Once the two computers are linked, the character can perform all of his known computers skills (except Computers: Bypass Security and any repairs) from either computer. The computer level used in the skill check is the highest level of the two computers. The speed of the computer communications would be that of the lower and slower level.

Computers: Program Bodycomp

Success Rate: ½ Log + 10% per level (-10% per Computer level)

Pr: Computers: Access & Operate, robocomkit

A character with this skill can use the progit reprogrammer device to alter or purge a progit (in the old days these would have been called “Apps”). Since progit programs are relatively simple, both the manipulating and writing abilities have been combined into one skill. Once a progit has been purged, a new program can be written into it by the progit reprogrammer using another already established progit. It is left to the referee's discretion as to the content and time it would take to write a new progit program. It should not be more complex than any progit already listed. A progit can be erased in one hour.

 Computers: Program Manipulation

Success Rate: ½ Log + 10% per level (-10% per computer program level)

Pr: Computers: Access & Operate

A computer specialist has a chance to successfully run a program, change it or purge it from the computer. The normal chance of success is 50% plus 10 x the character's level, minus 10 x the maxiprog program's level. If the program is one that the character has learned, he gets a +20% bonus.

A specialist can run a program automatically if it is one he programmed into the computer himself, or if he has run it successfully in this computer before.

A specialist may want to alter a program before running it. For example, a life support program will not let someone shut down the life support system or release a poison into the air. The program could be altered, however, so it would let the operator do either of those things. The referee should note that a character usually must run the program successfully after altering it before the changes will have any effect.

This skill also lets a specialist try to wipe out (purge) a program from a computer's memory, either to destroy the program or to make room for a different program. A character can purge a program automatically if he wrote it in the computer.

Computers: Program Writing

Success Rate: special (LOG)

Pr: Computers: Access & Operate, Computers: Program Manipulation

Computer specialists learn to write their own programs. For every skill level the specialist gains, he learns how to write one computer program (maxiprog). The player should pick a program from the list of programs in the Equipment section. When a specialist writes a program, its level is the same as his current level, no matter when he learned the program. For example, a computer specialist that learned the Installation Security program at 1st level can write a 4th level Installation Security program when he reaches the 4th skill level. A specialist can continue learning new programs after he reaches 6th level; each additional program costs 4 experience points to learn.

A specialist that knows how to write a particular program can buy that program at half-price for his own computer, if he spends 12 hours upgrading it when he first purchases it. He gains a 20% bonus when trying to manipulate that program or detect security on it in any computer.

A character who has created a new program may sell it on the open market or to a mega-corp (or black market if he desires). The price should be set by the referee in comparison to other costs in his game. The character then gains an additional +20% modifier when trying to manipulate that program or detect security on it in any mainframe computer.

Computers: Repair Bodycomp/ Specialized

Success Rate: ½ Log or Dex + 10% per level

Pr: Computers: Access & Operate, robocomkit

When a bodycomp or specialized computer or a bodycomp's processor pack breaks down or is damaged, it can only be repaired by a character with this skill. The size of the bodycomp, specialized computer or processor pack does not affect the character's chance to repair it. All are repaired according to the standard repair rule.

 Computers: Repair Mainframe

Success Rate: ½ Log or Dex + 10% per level – 10 percent per computer level

Pr: Computers: Access & Operate, robocomkit

When computers break down or are damaged, they can be repaired only by a computer specialist. The level of the computer does not affect the specialist's chance to repair it.

Computers are repaired according to the standard repair rule.

Computers: Software Engineer

Success Rate: special (Log)

Pr: Computers: Access & Operate, Computers: Display Information, Computers: Program Manipulation, proper materials, tools (robcomkit), and facilities

This skill revises the skills Computers: Program Writing and Computers: Program Bodycomp, as outlined in Zebulon’s Guide. It is a very powerful skill for a computer expert, allowing the expert a chance to write a program to do virtually anything within the hardware capability of the machine running the program, instead of simply picking a type of program with each new level (as in the Alpha Dawn skill).

It allows the engineer to evaluate the hardware capabilities of the computer, evaluate requirements of the software he wants to write, design the program, implement the code, and properly test it. This could require a great deal of time, depending on the purpose of the program–how much time is up to the referee, but keep in mind that the time required to properly engineer a program increases EXPONENTIALLY with the complexity of the program. Program creation requires certain material components, such as a computer suitable for software development, a compiler (or the Frontier equivalent), a debugger (or the Frontier equivalent), and time. However, a Software Engineer could potentially write software for mainframes, bodycomps, robots, security systems, or even more, if he also has other appropriate skills.

The referee should always make skill checks for this skill secretly, and just report success or failure in general terms (“It works, but you’re not confident in its reliability.” or “It works and you’re pretty sure it’s bulletproof.” or “After 10 hours, you just can’t seem to get it to work quite right, but you think you might if you spend more time working at it.”). This reflects the fact that no software engineer can ever be sure that his software is completely bug-free.

(Programmer’s Creed, corollary 12: You will never find the last bug, and even if you do, you won’t know it.)

Cryptography

Success Rate: ½ Log + 10% per level

Pr: If a language code or cipher is used, character must know the language it is in.

This skill allows a character the chance to decode an unknown cipher or code. If the code is a specific language, then the character must know the language before attempting to break the code.

Almost all of the civilized systems use the same mathematical system for ease of trading and manufacturing, so mathematical codes (which are the most common) are easier to decipher.

Joe Cabadas

JCab747's picture
JCab747
April 30, 2016 - 5:12am

Environmental & Science Skills

Environmental Skills deal with relationships between intelligent life and nature. An environmental specialist has training in astronomy, biology, botany, chemistry, ecology and geology. The Environmental Skills include: Analyze Samples, Analyze Ecosystem, Find Direction, Survival, Make Tools/Weapons, Tracking, Stealth, Concealment and Naming.

When an environmentalist is dealing with an alien or unknown environment, he has a -20 modifier on his rolls to analyze samples or the ecosystem, find direction, track or use survival.

Science skills, such as botany, chemistry, zoology, or geophysics, rely heavily on the character's practical experience and common sense. Even so, each skill automatically requires a small exploration kit containing microcircuitry equipment that assists the character in using the skill (such as a mini-microscope), testing chemicals, or simple analysis tools. These are sufficient for the common uses of the skills. If the referee thinks the character wishes to glean more information about a subject than his present tools can provide, then sufficient time and proper scientific facilities are required.

An environmental specialist with the propery training – such as biology for biological samples, geology for geological samples, etc. – can analyze atmospheric, biological or geological samples. An environmental specialist can use a vaporscanner to analyze atmospheric samples. If the analysis succeeds, the vaporscanner will indicate whether the air is breathable or poisonous, and what gases are present.

The specialist needs a bioscanner to analyze a biological sample. If the analysis succeeds, the bioscanner will indicate what type of plant or animal the sample was, and whether it is edible or poisonous.

A geoscanner can be used to analyze geological samples. If the analysis succeeds, the geoscanner indicates what minerals are present in the sample and the possibility of finding rich ore or gas in the area.

Analyze Animal Behavior

Success Rate: ½ Int + 10% per level

Pr: N/A

A character with this skill can, if given four turns of observation, make an analysis of whether an animal is aggressive or harmless. Further observations, for 1d10 hours, can also inform the character of whether an animal's den or lair is nearby and what its eating, drinking, and other habits are. For a complete analysis of a creature and how it fits into its surrounding environment, the character would have to use the Analyze Ecosystems skill.

Analyze Ecosystems

Success Rate: ½ Log + 10% per level

Pr: Biology Level 3

An ecosystem is the combination of all the plants and animals that make up the local environment and their relationships to each other. If an ecosystem is upset or thrown out of balance, entire species can become extinct and whole regions devastated by floods, droughts or other natural disasters. One of the environmental specialist's jobs is to analyze local ecosystems and determine whether they are balanced and, if not, to determine what can be done to restore balance. An environmentalist must spend at least 200 hours studying the area to accurately analyze an ecosystem. This skill does not allow analysis of individual animal habits.

 Animal Taming

Success Rate: ½ Log/Int + Skill Level – Animal type modifier

Pr: N/A

This skill gives a character the chance to tame a wild animal. Once tamed the animal can only be used as a beast of burden or herd animal, unless the Animal Training skill is used to make it a pet or companion. Some types of creatures are more difficult to train than others. The following creatures have a -20% modifier to the skill check: all tiny creatures, giant herbivores, all insectivores, large omnivores and carnivores. Giant omnivores and carnivores require a -30% modifier.

Monsters, particularly vicious creatures, or Sathar-developed creatures, cannot be tamed. Examples of monsters would be sand sharks, queequeg and slither – all included in the Star Frontiers Expanded Rules.

Taming a creature can be time consuming and dangerous. The time required depends on its size and type and is left to the referee's discretion. If a character fails the skill check he must roll 1d100, 01-25 means that the creature attacks the character attempting to tame it.

Young animals are easier to tame than mature ones. An animal tamer gets a +10% bonus for taming an immature creature.

A character failing a skill check may try again on the same creature after a suitable period of time has elapsed though with a -20% modifier if the creature tried to attack the character.

Once three skill checks have been missed on the same creature, it is considered untamable. Taming a creature requires the character with the Animal Taming skill to work with the animal day after day. If he misses more than two days of taming time, the creature returns to its original state. Once tamed, however, an animal remains so unless abandoned. Just because a creature is tamed does not mean it does not require a cage, pen, or corral, it simply means that the creature will not attack unless unusually provoked.

Animal Training

Success Rate: ½ Log/Int + 10% per level

Pr: Animal Taming Level 2, animal to be trained must be tamed

A character making a successful check with this skill can train a tamed animal. Training includes teaching an animal to carry a rider and obey riding commands, to guard a location and only allow known characters to pass, or to follow a command word. Commands are simple instructions such as "fetch," "attack," "return," etc. and simple nouns, like weapon, Vrusk, box, etc. Teaching an animal requires days, sometimes weeks, of work. The time required depends on the intelligence of the animal and what is being taught.

Astronomy

Success Rate: ½ Log + 10% per level

Pr: Optics 1, Astrophysics 1, Mathematics 1, Physics 2

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

Success Rate: ½ Log + 10% per level

Pr: Physics 2

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.

Biology        

Success Rate: ½ Log + 10% per level

Pr: Minimum of Botany Level 2, Zoology Level 2

A character who is a botanist and a zoologist can use these skills as a foundation for becoming a biologist (at least two levels in each is required). A Biology skill allows for the integration of the two sciences and is an introductory skill of other skills, such as Exobiology and Analyzing Ecosystems.

Furthermore, a biologist will be able to discern information in the following areas from a specimen: organ functions, effects of glands and hormones, chemical makeup, vitamins and proteins, life functions, and parasites. This last ability, parasitology allows the character a skill check to identify parasite, know what kind of animals the will infest, know what diseases they carry, and determine the best way to eradicate them.

Biology Level 2 allows the character to remove glands and sacks from dangerous plants or animals, thus safely retrieving poison or acid. Biologists of the third level can join the Federation Biological Society, a large and powerful group of SciSpecs who fund many explorations on known and newly discovered planets.

Botany

Success Rate: ½ Log + 10% per level

Pr: N/A

A character with this skill is schooled in the science of plants, their life, structure, growth, classification, etc. Only a character with Botany can name a new plant life form or use a Flora-CAS to analyze a botanical sample.

A successful Botany analysis indicates the type of plant the sample is and whether it is edible or poisonous. A botanist making a successful skill check when inquiring about a plant's potential medicinal or poisonous properties is told which of these uses the plant may have. Any facet of the campaign dealing with plant life should be handled by a botanist or biologist.

Cartography

Success Rate: ½ Log +10% per level

Pr: None

This skill allows a character to accurately make maps of planetary surfaces, including maps at various scales (from global to local), and on various bases (from topographical to political). Also, it allows for the making of accurate undersea maps.

In order to create a map, the character must have all necessary information in his possession; in some cases, this will mean that the character must be able to observe the area in person (i.e. when making a map of an unexplored world or star system). Further, a character with this skill can correctly read any map, providing she knows the language in which it is labeled. When reading an existing map, the success rate is 100%.

Sometimes it may be necessary to make a map without the assistance of computers or other technical devices. In such cases, a -20 modifier is applied to the skill check.

Chemistry

Success Rate: ½ Log + 10% per level

Pr: N/A

A character with this skill is schooled in the science dealing with the composition and properties of substances, and with the reactions by which substances are produced from and converted into other substances. Only a character with Chemistry can name a new chemical element or synthesis or use a vaporscanner or Atmospheric-CAS to analyze atmospheric samples.

A successful atmospheric analysis (skill check) can indicate whether the air is breathable or poisonous, and what gases are present. A chemist making a successful skill check when inquiring about a synthetic medicine, poison, or acid is fully informed on the appropriate properties of the sample and what potential uses they may have. Any facet of a campaign that deals with chemistry should be handled by a chemist.

Climbing

Success Rate: automatic (Str or Dex) – racial modifiers

Pr: N/A

This skill increases a character's climbing ability (page 20 of the Expanded Rules). The character now climbs a rope at a rate of 3 meters/turn and vertical surfaces at a rate of 2 meters/turn. Ifshnits can only move half this distance due to their size. The character can also use the proper equipment to climb and rappel-like a mountain climber. A character with this skill also learns to use such-sets.

Concealment

Success Rate: 100 % or ½ Dex +10% per level

Pr: N/A

Concealment is the art of hiding in natural cover and is usually used outdoors. If, however, the referee decides that, due  to unusual structure, decor, lighting, or other factors, the inside of a structure offers enough places for concealment, the character can try to use this skill inside. Once concealed there is an 80% chance the specialist will not be seen as long as he does not move or make noise.

Exobiology

Success Rate: ½ Log + 10% per level

Pr: Biologist Level 3

A character who is an exobiologist is schooled in the science of totally alien living organisms, that is, life forms that do not resemble known animal or vegetable life forms. Only a character with Exobiology can identify and name an alien life form or use a bioscanner, Flora-CAS or Fauna-CAS to analyze an alien sample. A successful analysis (skill check) will indicate if the alien life form is edible or poisonous and whether it is dangerous to members of the known races. Any facet of a campaign that deals with completely alien biology should be handled by an exobiologist.

Finding Directions

Success Rate: ½ Log/Int + 10% per skill level

Pr: N/A

An environmental specialist can try to find directions in a wilderness without a compass or other aid. If the specialist makes a map or marks a trail (by cutting notches in trees or lining up rocks), his chance to find a direction on that path is increased 30%.

Gemology

Success Rate: ½ Log + 10% per level

Pr: N/A

This skill allows a character to appraise the worth of rare and valuable gems (which are often used for currency in uncivilized areas) to within 10% of their normal cost. He also is able to trace veins and locations of gems, plus identify their origins by their type and cut.

Geology

Success Rate: ½ Log + 10% per level

Pr: N/A

A character with this skill is schooled in the science dealing with the physical nature and history of most types of planets, including the structure and development of their crust, the composition of their interiors, individual rock types, the forms of life found in fossils, etc.

Only a character with Geology can name a new planet or mineral or use a geoscanner or Geo-CAS to analyze a geological sample. A successful geoscanner analysis (skill check) indicates what minerals are present in the sample and the possibility of finding rich ore or gas deposits in the area. Any facet of a campaign that deals with geology or mineral life forms should be handled by a geologist.

Geophysics

Success Rate: ½ Log + 10% per level

Pr: N/A

A character with this skill is schooled in the science that deals with the physics of a planet, including weather, winds, tides, earthquakes, volcanoes, etc. and their effects on the planet. Only a character with Geophysics can name a new weather type found on an alien world or use equipment for the purpose of measuring and predicting the weather, volcanoes, earthquakes, etc. Any facet of a campaign that deals with geophysics (potential natural hazards, a planet breaking up, etc.) should be handled by a geophysicist.

Making Tools/Weapons/Structures

Success Rate: 100% (LOG) if materials are available

Pr: N/A

An environmental specialist can make primitive tools and weapons out of stones, sticks, cords, and other natural materials. Only non-powered devices and weapons can be made such as bows, axes, clubs, knives and spears. Only a spear or javelin can be balanced well enough to use as a thrown weapon.

Structures made with this skill include rope bridges, larger shelters requiring a greater use of materials than the Survival skill's personal shelter, makeshift structures in trees, rafts, and so on. The referee may allow an environmentalist to improvise tools and weapons from wreckage and scrap parts.

Mathematics

Success Rate: ½ Log + 10% per level

Pr: N/A

This skill allows a character to understand and use complex mathematics.

Physics

Success Rate: ½ Log +10% per level

Pr: N/A

A character with this skill is schooled in the science dealing with the properties, changes, interactions, etc. of matter in any form (gas, liquid, solid, and plasma) and energy (electricity, heat, optics, mechanics, etc.) and atomic, nuclear, and solid-state physics. This also includes knowledge of momentum, velocity, reflection, refraction, and gravity.

Only a physicist can use an Electro-CAS or a Magnetic-CAS. Physics is a prerequisite skill for other fields of knowledge (Acoustics, Optics, etc.). In addition, this skill also allows the character to inspect a damaged character, structure, or ground and determine what kind of physical force cased the damage (heat from flamethrower, laser damage, sonic disruption, etc.).

Ride Mount

Success Rate: 100% (RS)

Pr: N/A

This skill allows a character to ride a tamed animal trained to carry a rider. The only time a skill check is needed is when a character first tries to mount a new species, when a difficult maneuver is performed, or when a mount is spooked or feels endangered. A character gets two chances to ride a new species of mount. Once his skill check is successful, the character can ride any mount of that species any time. If a character fails both checks, he must wait at least a year or campaign time before he can try to ride that species again.

If a mount is frightened or is directed in a path that if feels is threatening (jumping a chasm, narrow ledge of a canyon, etc.), the rider may have to make a check to maintain control over it. The result area needed by the check depends on the circumstances and is at the discretion of the referee.

Running

Success Rate: Automatic (Sta)

Pr: N/A

This skill increases the endurance of a character, who can now run at top speed for a number of minutes equal to his Strength score divided by 5, rounded up. The character then must rest for five minutes before running again. This skill must be renewed (as a first level skill) every six months, as if the character kept training.

Stable Mounts

Success Rate: automatic (Dex or Log)

Pr: Ride Mount

A character with this skill knows the proper case, feeding, and stabling of mounts. In addition, he knows the best way to hobble or protect mounts during times of sudden danger (dust storms, thunderstorms, blizzards, etc.).

Stealth

Success Rate: ½ Dex/RS +10% per level

Pr: N/A

Stealth is the ability to move without being seen or heard. This ability is useful for stalking animals, but also can be used to sneak up on guards or follow suspects. The success rate can be modified by glaring lights, wide open spaces, crowds, etc. The skill check for a character using Stealth to sneak up on someone must be made every 30 meters if the user is moving slowly or 15 meters if the user is moving quickly. The skill check for using Stealth to "tail" a suspect must be made every 30 minutes of stalking.

Survival

Success Rate: ½ Int or Sta +10% per level

Pr: N/A

This skill gives a specialist a chance to do several things related to survival: find food or water (if any is available in the area), find or improvise shelter, and set or avoid primitive traps and snares. These traps are for the purpose of food gathering or defense (pits) but if set in a developed area (city, farm, community, etc.) there is a 50% chance it will be noticed. This skill also lets the environmental specialist make a special Intuition check to predict natural disasters.

Swimming

Success Rate: ½ Dex +10% per level

Pr:  None

A character with this skill is a proficient swimmer. As such, characters can double their race’s normal movement in the water. In addition, a skill check is required only in difficult circumstances (swimming in stormy seas, holding breath longer than usual, etc.). This skill does not allow a character to conduct any extended activities underwater, however (for that, a character needs the underwater operations skill). Be aware that characters without the swimming skill can still stay afloat and swim as indicated in the Alpha Dawn rules. They may not, however, be able to swim or stay afloat in anything other than favorable conditions.

Toxicology

Success Rate: ½ Log + 10% per level

Pr: Biology 1, Chemistry 1

The user of this skill is well-versed in the various poisons of the Frontier, what’s toxic to Frontier races, and is able to create various poisons from chemicals available to persons in technologically advanced cultures.

Tracking

Success Rate: ½ Int +10% per level (+/- weather/terrain modifiers)

Pr: N/A

An environmental specialist has a chance to follow a creature, person or machine by watching for its trail. This skill works only in undeveloped areas (forests, jungles, etc.). Following a character in a developed area requires the Stealth skill. The referee should modify this skill as he sees fit due to weather and terrain modifications (such as rain washing out tracks, rocky ground, show covering tracks, etc.). This skill can also be used by a character to hide his own tracks.

Underwater Operations

Success Rate: ½ Dex +10% per level

Pr: Swimming

A character with this skill can operate & maintain all forms of underwater equipment (excluding vehicles). This includes equipment for use at all depths, although some deep diving gear is complicated enough to call for a penalty to skill checks (referee’s discretion).

Zoology

Success Rate: ½ Log + 10% per level

Pr: N/A

A character with this skill is schooled in the science of animals, their lives, structure, growth, classification, etc. Only a character with Zoology can name a new animal life form or use a bioscanner or Fauna-CAS to analyze a zoological sample. A successful bioscanner analysis (skill check) indicates the type of animal and whether it is edible or poisonous. A zoologist making a successful skill check when inquiring about an animal's potential medicinal or poisonous properties can tell which of these properties the animal may have. If the medicinal or poisonous properties lie in a gland or sac within the animal, only a character with Biology Level 2 can safely remove them. Any facet of a campaign that deals with animal life should be handled by a zoologist or biologist.

Joe Cabadas

JCab747's picture
JCab747
April 30, 2016 - 5:27am

Medical Skills

A character that has Medical skill can be called a medic or at higher levels, nurse, doctor, dentist, surgeon, etc. depending upon their specialty. Medics diagnose ailments, heal wounds, control infections, neutralize poisons, cure diseases, wake up unconscious individuals and prevent tissue deterioration.

Characters who do not use a medkit with skills listing it as a prerequisite can still attempt the skill, but with a -30% modifier. If a patient is treated in a hospital or sick bay all Success Rates are increased 20%. If the patient is an animal or an unfamiliar alien, all Success Rates are reduced by 20% (a -20% modifier). These two modifiers are cumulative, so the chance to perform major surgery on an unfamiliar alien at a hospital is the skill's normal success rate, although the time required for X-rays or exploratory surgery would be longer for an unknown alien.

Animals can only be treated by Medical Treatment: Veterinary, but the activities and alien creatures’ modifiers still apply.

Note that when a character has a disease, infection, infestation, poison, or radiation introduced into his system, damage does not begin to occur until the turn following the introduction. All other forms of damage (weapons damage, fire, falling, etc.) occur instantly, in the same turn they are introduced to the character.

Bionics

Success Rate: ½ Log + 10% per level

Pr: Robotics: Modifications Level 2, Medical Treatment: Wounds IV Level 3, Medical Treatment: Infection, proper equipment and facilities

A surgeon with this skill can attach a bionic part to a living organism. The most common uses of bionics are as replacements for lost limbs or organs. The time required to heal from such an operation and learn how to use a bionic limb is weeks, sometimes months (referee's discretion).

Cybernetics

Success Rate: ½ Log + 10% per level

Pr: Bionics Level 3, Robotics: Adding Equipment/Modifications 3,

This skill is quite advanced and is used when a character has enough experience to start building cyborgs (cybernetic organisms).

Forensic Medicine

Success Rate: 100% or ½ Log +10% per level

Pr: Medical Treatment: All, Biology, Chemistry

This skill allows a character to perform an autopsy on a deceased character or animal and determine the cause of death. This information, along with being able to interpret any other signs of violence on the corpse, what the victim ate the day of his death, and determining how long the victim has been dead, can be used as evidence in a court of law. If the character or animal was an unknown alien, then the skill level is reduced by -30% and the information may not be accepted as evidence, unless the character is also an exobiologist, in which case his full Forensic abilities would apply.

Genetics

Success Rate: ½ Log + 10% per level

Pr: Biology Level 5, Botany Level 1, Chemistry Level 1

A character with this skill is schooled in the branch of biology that deals with heredity and variations in similar or related animals or plants. A geneticist who creates the proper environment and spends an adequate amount of time can cross-breed two similar plants or creatures to create a new plant or creature (like a tiger and a lion forming a liger); the time and environment required is at the referee's discretion. After the fulfillment of the required time, the player must make a skill check to succeed with his experiments.

Even if the experiments work, there is a 10% chance that the creature or plant has an aberration (deformity, psychological instability, etc.). Only a character with Genetics can create a new life form this way and name it. This skill is also necessary in a character specializing in a medical background who wishes to do work on virus research and immunology. Bioengineering, that is genetically "improving" or altering characters or future characters for the purpose of creating a "super soldier," is illegal. It is known that the Sathar have perfected an improved, bioengineered "super Sathar." Any facet of a campaign that deals with genetics should be handled by a geneticist.

Medical Devices

Success Rate: ½ Log + 10% per level

Pr: Medical Diagnosis

This skill allows the character to operate the larger and more complex medical devices like a freeze field, body-jump box, body-gene box, CAT and ultrasound scanners, organ bypass machines, electron microscopes, and so forth.

A freeze field is a device that places a body in stasis and preserves it until it can be revived in a place where proper medical care can be administered. It is the last hope of many a dead character. Only a character with this skill can operate it correctly. A freeze field must be activated within two minutes (20 turns) after death, or the body cannot be revived. Activating the field takes five turns. The process can be interrupted, as long as the field is completely activated within the two minute time limit. If the character does not pass his skill check and there is at least one minute left in the time limit, he has two options: he can make a second attempt to activate the field, of he can inject the body with staydose. If the second attempt to activate the field fails, the body can only be revived through a body-jump box.

A body-jump box comes in many forms, from huge cambers in city hospitals to the small portable units that are carried into the field. A body-jump box is wired to various nerve points of the victim's body and head. When activated, beta particles are forced through the body. If the skill check is made, the "resurrects," though it may have been dead for up to 10 hours. If the skill check is missed, the body could not stand the beta ray bombardment and is completely destroyed.

Damaged medical devices may be repaired by characters with the Machinery: Repair skill.

Medical Diagnosis

Success Rate: ½ Log/Int + 10% per level

Pr: Medscanner or Medic-CAS

A character with this skill can attempt to diagnose a patient's ailment by using a medscanner or Medic-CAS combined with his skill. These devices give a brief diagnosis. The diagnosis outlines the patient's general symptoms and classifies the ailment for treatment as a disease, a poison, an infection, an infestation, radiation poisoning, or a wound, the latter of which falls into one of four categories:

·         requiring first aid,

·         minor medical attention,

·         major medical attention,

·         and surgery.

Once there is a general diagnosis, the character can use his skill to gain specifics. If he passes the skill check, the character knows exactly what the ailment is. With this information, the character can use one of the other medical skills to treat it (if he possesses that skill).

Without a specific diagnosis, a character cannot treat a victim completely. However, the medic can use the medscanner or Medic-CAS's general diagnosis as a guide for which drug the patient might need. After the medic gives the injection, the victim must roll his current Stamina or less on d100 to overcome the effect of the poison, disease or infection. If the victim fails this roll, the drug has no effect. A second dose given within 20 hours automatically has no effect.

Medical Treatment: Disease

Success Rate: ½ Log/Int + 10% per level

Pr: Medical Diagnosis, medkit

Curing a disease requires proper treatment and a dose of antibody plus – or other appropriate drugs. When the injection is given, the skill level of the character who is treating the condition is located on the Resolution Table. It is modified by +10% for every 20 points of Stamina the victim currently has. A roll is then made at this level with four results possible:

·         A failed success check means the treatment has failed: the injection was wasted, the condition continues, and a second dose given within 20 hours has no effect.

·         An automatic success roll of 01-05 means the treatment was miraculously successful: all damage sustained from the condition is healed and the condition is cured.

·         An automatic failure roll of 96-00 means the drug/treatment administered causes the patient to suffer an allergic reaction resulting in an additional 2d10 worth of damage unless counteracted with an additional and immediate treatment.

·         A normal success roll means that the condition is neutralized: no more damage is sustained from the condition but it will take 1d20 hours before the effects of the disease wears off.

Diseases are rated according to how they damage, how long their effects last, and whether the disease is fatal. Diseases damage by being debilitating (causing negative Column Shift modifiers and negative ability adjustments). A "-10" disease would modify the sick character's every skill check by a -10% modifier and every ability check by -10%. This number is followed by a slash, then a "D" for disease, then the duration of the disease in 10-hour periods.

If the duration is followed by an exclamation mark, the disease will kill the victim after that length of time unless the disease is treated at a medical facility. For example, a -10/D10! is an abbreviation for a -10% modifier disease that will last 100 hours. If not cured within 100 hours, the patient will die.

Medical Treatment: Infection

Success Rate: ½ Log/Int + 10% per level

Pr: Medical Diagnosis, medkit

Controlling infection requires proper treatment and a dose of omnimycin or other alternative medicines. When the injection is given, the skill level of the character who is treating the condition is located on the Resolution Table. It is modified by +10% for every 20 points of Stamina the victim currently has. A roll is then made at this level with four results possible:

·         A failed success check means the treatment has failed: the injection was wasted, the condition continues, and a second dose given within 20 hours has no effect.

·         An automatic success roll of 01-05 means the treatment was miraculously successful: all damage sustained from the condition is healed and the condition is cured.

·         An automatic failure roll of 96-00 means the drug/treatment administered causes the patient to suffer an allergic reaction resulting in an additional 2d10 worth of damage unless counteracted with an additional and immediate treatment.

·         A normal success roll means that the condition is neutralized: no more damage is sustained from the condition but it will take 1d20 hours before the effects of the disease wears off.

Infections are rated by their strength (S) and duration (D). The infection causes a specific amount of damage every 10 hours. For example, an S6/D8 infection causes six points of damage every 10 hours for 80 hours if it is not controlled.

Medical Treatment: Infestation

Success Rate: ½ Log/Int + 10% per level

Pr: Medical Diagnosis, medkit

Controlling spore or parasitic infestation requires proper treatment and a dose of sporekill or other appropriate drugs. When the injection is given, the skill level of the character who is treating the condition is located on the Resolution Table. It is modified by +10% for every 20 points of Stamina the victim currently has. A roll is then made at this level with four results possible:

·         A failed success check means the treatment has failed: the injection was wasted, the condition continues, and a second dose given within 20 hours has no effect.

·         An automatic success roll of 01-05 means the treatment was miraculously successful: all damage sustained from the condition is healed and the condition is cured.

·         An automatic failure roll of 96-00 means the drug/treatment administered causes the patient to suffer an allergic reaction resulting in an additional 2d10 worth of damage unless counteracted with an additional and immediate treatment.

·         A normal success roll means that the condition is neutralized: no more damage is sustained from the condition but it will take 1d20 hours before the effects of the disease wears off.

Spore infestations are also rated by their strength (S) and duration (D). The infestation causes a specific amount of damage every 20 hours. For example, an S6/D8 infestation causes six points of damage every 20 hours for 160 hours, if it is not controlled. Spore infestations come from strange plants on non-developed worlds and usually last a lot longer than infections.

Medical Treatment: Miscellaneous (Administering Drugs)

Success Rate: automatic (Log/Int)

Pr: Medical Diagnosis, medkit

This skill allows the character to properly administer the miscellaneous drugs: stimdose, staydose, telol and others.

One dose of stimdose can wake up an unconscious or stunned character, or restore 10 Stamina points to a character who was poisoned, infected, diseased, or exposed to infestation. If more than one dose is given in a 20-hour period, that extra dose has no effect.

One dose of staydose places an individual in a state of arrested animation. A character whose Stamina has been reduced to 0 or below, but not below -30, will maintain minimal vital signs if injected within one minute (10 turns) after death. The staydose slows a character's heartbeat and breathing so he can survive with no Stamina points. If the character's Stamina is brought back above 0 within 20 hours, by medical treatment or natural healing, he will live. If not, the character dies once the 20th hour is up the first hour of death starts. If the body can be attached to a body-jump box in time it might possibly be resurrected. Only one does of staydose can be given to a character until his Stamina is raised above 0.

Telol is a truth drug that works only 80% of the time. If successful, the injected character honestly answers up to five simple questions. An injected character passes out for 1d10 hours, whether the drug works or not.

Medical Treatment: Poison

Success Rate: ½ Log/Int + 10% per level

Pr: Medical Diagnosis, medkit

Neutralizing a poison inside a victim's body requires proper treatment and a dose of antitox or other appropriate medicines. When the injection is given, the skill level of the character who is treating the condition is located on the Resolution Table. It is modified by +10% for every 20 points of Stamina the victim currently has. A roll is then made at this level with four results possible:

·         A failed success check means the treatment has failed: the injection was wasted, the condition continues, and a second dose given within 20 hours has no effect.

·         An automatic success roll of 01-05 means the treatment was miraculously successful: all damage sustained from the condition is healed and the condition is cured.

·         An automatic failure roll of 96-00 means the drug/treatment administered causes the patient to suffer an allergic reaction resulting in an additional 2d10 worth of damage unless counteracted with an additional and immediate treatment.

·         A normal success roll means that the condition is neutralized: no more damage is sustained from the condition but it will take 1d20 hours before the effects of the disease wears off.

Poisons are also rated by their strength (S) and turns (T). The damage is inflicted every turn instead of every 10 or 20 hours and the duration of the poison is in turns. An S7/T9 poison will cause 7 points of damage every turn for 9 turns.

Medical Treatment: Radiation

Success Rate: ½ Log/Int + 10% per level

Pr: Medical Diagnosis, medkit

Curing radiation poisoning is very much like curing a disease and requires proper treatment and a dose of neutrad or other appropriate treatments. When the injection is given, the skill level of the character who is treating the condition is located on the Resolution Table. It is modified by +10% for every 20 points of Stamina the victim currently has. A roll is then made at this level with four results possible:

·         A failed success check means the treatment has failed: the injection was wasted, the condition continues, and a second dose given within 20 hours has no effect.

·         An automatic success roll of 01-05 means the treatment was miraculously successful: all damage sustained from the condition is healed and the condition is cured.

·         An automatic failure roll of 96-00 means the drug/treatment administered causes the patient to suffer an allergic reaction resulting in an additional 2d10 worth of damage unless counteracted with an additional and immediate treatment.

·         A normal success roll means that the condition is neutralized: no more damage is sustained from the condition but it will take 1d20 hours before the effects of the disease wears off.

Radiation poisoning causes debilitating damage (such as negative modifiers and negative ability adjustments). A "-1" radiation poisoning would modify the sick character's every skill level by -10% and every ability check by a -10%. The modifier is followed by a slash, then an "R" for radiation poisoning, then the duration in one-day periods. If the duration is followed by an exclamation mark, the radiation poisoning will kill the victim after that length of time unless he is treated at a hospital.

For example, a -1/R10 is an abbreviation for a "-1" radiation that lasts for 10 days. Radiation poisoning is caused by leaks in machinery or generators that use nuclear fuel or from exposure to an area of radiation, such as a nuclear blast site.

Medical Treatment: Veterinary

Success Rate: 100% (Log/Int)

Pr: Medical Diagnosis

This skill is identical to Medical Treatment: Wounds I, but is designed for use with animals, not characters. If the player wishes to advance his character's knowledge of veterinary medicine, he can do so by taking the identical skills for medical treatment of characters (Infections, Wounds II, III, & IV, etc.) and switch them to veterinary treatment.

Once a medical skill has been designated veterinary it cannot be used to treat characters. The success rates and prerequisites are identical.

Medical Treatment: Wounds I (First Aid)

Success Rate: 100% (Log/Int)

Pr: Medkit

Wounds I is the equivalent of knowing first aid and nursing. It is the only medical treatment skill that does not require Medical Diagnosis as a prerequisite and is generally available to the public. Included in the skill is knowledge of how to clean wounds, change bandages, resuscitate a victim, and do some minor healing.

A character with this skill must roll to see how much healing he can do. A result of 96-00 means he misapplied the injection of one does of biocort and no healing was accomplished. A roll of roll of 90-95 means that the treatment was applied correctly but only 3 points of wound damage was healed. A roll of 80-89 heals 6 points of wound damage. A roll of 70-79 heals 9 points of wounds damage. A roll of 01-10 heals 12 points of wound damage.

Biocort has no effect on poisons, infections or diseases.

Note that this heals wound, burn, and shock damage and, along with the biocort, the appropriate items from a medkit must be used (local anesthetics, plastiflesh spray, etc.). Only one shot of biocort can be given in a 20-hour period with this skill; a second short during this time has no effect.

If a character suffered more than 12 points of damage from wounds and cannot rest and heal, then he requires minor or major medical attention, possibly even surgery to repair the damage.

Medical Treatment: Wounds II (Minor Medical Attention)

Success Rate: ½ Dex + 10% per level

Pr: Medical Diagnosis, Medical Treatment: Wounds I, medkit

This skill is for those wounds requiring minor medical attention, such as would be treated in an outpatient clinic. It can heal up to 20 points of damage in addition to the 10 points healed by Medical Treatment, Wounds I. The result of the skill check determines how many points can be healed by this skill:

·         An automatic failure roll of 96-100 means the treatment not only failed, but the medic accidentally did 1d10 points of additional injury to the patient.

·         A failed success roll means the treatment was ineffective, no damage was healed.

·         An automatic success roll of 01-05 means the treatment was extraordinarily successful, healing 30 points of damage.

For every 10 points of damage (or fraction of 10 points) that are healed, a full turn of treatment time and an additional dose of biocort are required. In addition, when using Wounds II, a dose of anesthetic is also required. If the skill check fails, the patient recovers no Stamina points and one dose of biocort is used.

This skill can only be attempted on a patient once per 20 hours.

Medical Treatment: Wounds III (Major Medical Treatment)

Success Rate: ½ Dex + 10% per level

Pr: Medical Diagnosis, Medical Treatment: Wounds II, medkit or proper medical facilities

This skill can heal any amount of damage to a character. For every 10 points of damage (or fraction of 10 points) healed, a dose of biocort is used. Whenever Medical Treatment: Wounds III is used two doses of anesthetic are also required. The only limit to the amount of damage that can be healed is the patient's original Stamina, the supply of biocort, anesthetic, and time. Using Medical Treatment: Wounds III is akin to performing major medical treatment.

A patient successfully treated by Medical Treatment: Wounds III is laid up for at least 10 hours. The patient has a -10% modifier to all actions for 1d10 days after major injury treatment of 40 or more Stamina points.

If the skill check fails, the patient recovers no Stamina points and one dose of biocort and two doses of anesthetic are used up. An automatic failure roll of 96-100 means the treatment not only failed, but the medic accidentally did 1d10 points of additional injury to the patient.

If a character is not healed by Wounds III, the physician may try to heal the patient with Wounds II, if he has not already done so.

Medical Treatment: Wounds IV (Major Surgery)

Success Rate: ½ Dex + 10% per level

Pr: Medical Diagnosis, Medical Treatment: Wounds III, medkit or proper medical facilities

This skill is the equivalent of surgery and is absolutely necessary for the treatment of broken bones, massive lacerations, ruptured organs, tumor removals, amputations, etc. All of this is left to the referee's discretion and these occurrences should be rare, but when they do happen the character must receive surgery or die.

Wounds II or III can set a broken limb and minor surgery can be put off for a while, but in many cases, especially those dealing with internal injuries, major surgery is required within a few hours. Wounds IV brings the character up to a surgeon's level of expertise and is required for some other skills, such as Bionics and Cybernetics.

Joe Cabadas

JCab747's picture
JCab747
April 30, 2016 - 7:03am

Robotics Skills

A robotics expert specializes in robots. Robots are complex, mobile machines that are designed to perform specific jobs. Many types of robots are available. Eight common types are described in the Equipment section. The referee can create new types if he wants them.

The robotics skills include: Activate/ Deactivate, Add Equipment, Alter Function, Alter Mission Identify, List Functions, Remove Security Lock, Repair and Robopsychologist.

If the robot is an alien design, then the robotics expert has a -20% modifier on his rolls to perform these skills. A character must have a robcomkit to work on a robot.

Robot Levels

There are eight levels of robots. A robot's level indicates how complex it is. High-level robots can perform more complicated jobs. And like the mainframe and body computers, it has programs, called roboprogs, also with eight levels.

The roboprogs, detailing the robot's functions and mission, are inserted inside the robot on a progit circuitry board. This board is usually secured behind at least one protective plate. To reach the circuit board, the plate or plates have to be removed. This is what is meant, under Prerequisites, by gain access.

·         Level 1 robots can do only simple jobs. They have been pre-programmed for some specific job and usually cannot do any other job. They cannot communicate, and often are nothing more than moving, self-operated appliances. An example of a level 1 robot is a maintenance robot that washes and waxes the floors of a building each night.

·         Level 2 robots can handle several simple jobs. They can receive and follow radio commands in binary machine language sent from some other machine, such as a robot brain or a computer. An example of a level 2 robot is a heavy machine that digs into and smashes up rock, then separates out flecks of gold.

·         Level 3 robots can do more complicated jobs. In addition, all robots that are level 3 or higher can talk and follow verbal instructions. If these instructions disagree with the robot s programming, it will ignore the orders.

·         Level 4 robots can act semi-independently. Their programs are flexible, letting the robot accomplish specific goals using different methods. When asked, "How do I get to the starport?" one level 4 service robot might give verbal directions, while another might photocopy a city map and mark the proper route on it.

·         Level 5 robots can act independently and give orders to other robots (level 6 robots can do this also). For example, a level 5 security robot might decide to stop chasing a criminal because the criminal left victims tied up in a burning house. The robot could organize a rescue mission of other robots.

·         Level 6 robots are self-programming. They can change the methods they use and even their goals to account for changing conditions. They are almost, but not quite, living machines. A robot brain that runs an automated manufacturing plant and alters the manufacturing process in response to changing economic conditions is an example of a level 6 robot.

·         Level 7 robots are not only self-programing but are self-aware.

·         Level 8 robots are actually androids that are practically indistinguishable from the race that built them.

Robot Missions

All robots have a mission. A mission is a set of rules that tell the robot what its job is. A robot's mission is the most important order it has, and overrides any orders that conflict with it.

Robot Functions

All robots have several functions that tell them how to accomplish their mission. Low-level robots cannot make decisions, so their functions must be very specific statements. Higher-level robots can make decisions for themselves, so their functions can be more general statements.

For example, a level 3 security robot might have the mission: "Stop all unauthorized personnel from entering this building." Its functions could define "stop" as giving intruders a warning, then using the Restrain program to keep them from entering. "All unauthorized personnel" could be defined as any person or machine that is not wearing a special badge. The robot must be given a function that defines "this building," and another that tells it what areas it must patrol to look for intruders. Another function could instruct it to call the police and report the break-in after an intruder has been restrained.

Robot Malfunctions

If a player fails his character's roll on his Robotics: Remove Security Locks, Alter Functions, or Alter Mission skills, the robot can malfunction. When this happens, the referee should roll 1d100 on the Robot Malfunction Table.ie

·          No Malfunction: The robot continues to function normally.

·         Function Progit Destroyed: One of the robot's function progits (picked randomly by the referee) has been destroyed. The robot cannot perform anything that requires that progit. If all of a robot's progits are destroyed, the robot is deactivated.

·         Sensor System Failure: The robot's optical or radar/sonar sensor system fails. This means the robot can only locate a target by its normal audio receivers. Since it cannot normally maneuver by touch, it must go very slowly.

·         Mobility System Failure: The robot's mobility system, whether it be hoverfan, wheels, tracks, or legs, is damaged. The referee decides what type of limitations is placed on the robot's mobility. Examples: can only turn in circles, can only move in reverse, moves sluggishly at one-quarter speed, jerks forward with little control over its speed, no movement at all.

·         Short Circuit: The robot is still operating, but has been damaged (effect at referee’s discretion). For example, a robot with a short circuit might rattle and spark while it works, or suffer a severe loss of power to its weapons systems.

·         Level Drop: The robot suffers damage throughout which drops it one level. This level drop is used for the purpose of combat, skills, and intellect.

Robot Malfunctions Table

01-20

No Malfunction

21-30

Function Progit Destroyed

31-40

Sensor System Failure

41-50

Mobility System Failure

51-60

Short Circuit

61-70

Level Drop

71-80

Mission Erased

81-90

Haywire

91-00

Explosion

·         Mission Erased: The robot's mission progit has been erased. It still maintains all of its functions, but has no purpose in life except to survive.

·         Haywire: The robot is completely out of control. It might attack at random, spin in circles, recite the Dralasitic Creed, or do anything else which the referee thinks fits the situation.

·         Explosion: The robot's parabattery explodes, causing 2d10 points of damage multiplied by the parabattery's type to the character attempting the skill. Damage is electrical, fragmentary, and concussive.


 

Robotics: Activate/Deactivate

Success Rate: 100% (LOG)

Pr: N/A

A robotics expert can activate (turn on) or deactivate (turn off) a robot regardless of its level if he can gain access to its activation progit. The expert also can activate robots that have been deactivated.

However, before a robotics specialist can deactivate the robot, list its functions, remove its security lock or alter its functions or mission or function progits, he must get at the robot's internal progit circuitry. This requires removing a protective plate, which takes one turn.

The plate can be removed in one turn even if the robot is fighting the character, but not if the robot is moving and the character cannot gain a firm handhold. The character probably will take damage during a combat situation before he gets the plate off. Once the plate is off, the robot can be deactivated in one turn.

Some robots have specially designed secure compartments for their progit circuitry and multiple plates must be removed before access is gained. The heavier, military versions of robots have anti-tamper devices (explosives, electrical shocks, etc.) built into their protective plates.

Robotics: Adding Equipment/ Modifications

Success Rate: ½ Dex + 10% per level -10% per robot level

Pr: Robotics Repair, proper tools and facilities

A robotics expert can install new equipment on a robot himself and save the 10% installation fee. All nonprogit additions or alterations to a robot are called modifications. These include adding new limbs, weapons, etc. Some modifications are more difficult than others.

Robotics: Alter Functions

Success Rate: ½ Log + 10% per level (-10% per robot level)

Pr: gain access, Robotics: List Functions, robocomkit

A robotics expert can change one of a robot's functions at a time. The character must roll separately for each function altered. Changing an altered function back to the original also requires a new roll. Altering a function progit requires 1d10 minutes. If the new function violates the robot's mission or requires programs the robot does not have, the robot overrides and ignores the new function progit.

Only one robot function progit can be altered at a time. A character with this skill must roll separately for each function progit altered. Changing an altered function progit back to its original form also requires a new roll. A failed skill check for Robotics: Alter Functions can result in a malfunction (see the Robot Malfunction section).

Robotics: Alter Mission

Success Rate: ½ Log + 10% per level - 10% per robot level

Pr: gain access, Robotics: List Function, Robotics: Alter Functions, robocomkit

A robotics expert can try to alter a robot's mission progit. This takes 1d10 minutes plus the robot's level in minutes. Changing the robot's mission does not affect its functions; these must be altered individually. Once a mission has been changed, changing it back to the original mission requires another roll. If the new mission requires function progits the robot does not have, the robot will still try to follow its new mission however it can.

A failed skill check for Robotics: Alter Mission can result in a malfunction (see the malfunction section).

Robotics: Identification

Success Rate: 100% -10% per robot level (Log)

Pr: N/A

A robotics expert has a chance to determine a robot's type and level simply by looking at the robot. The chance is 100% plus the specialist's level x 10, minus the robot's level x 10. If the skill check is successful, then the character is allowed another one (at the same rate) for each fact about the robot that the character wants to know.

Possibilities include: what external weapons it is equipped with, what internal weapons it might be equipped with (for its size and type), the manufacturing company or race, what kind of sensors are obviously, etc.

Once a skill check is missed, no more facts can be gleaned from that particular robot, otherwise the character can keep asking for details and rolling dice until he has exhausted all the facts. Once a robot has been successfully identified, the character can always identify that robot type again unless its appearance is changed.

Robotics: List Functions

Success Rate: ½ Log + 10% per level - 10% per robot level

Pr: gain access, robocomkit

This skill allows the character to tap into the robot's function progits after he has gained access to the progit circuitry boards. Once accessed, the robot's functions can be listed. A character who successfully lists the robot's functions can always list them again without having to roll.

A robot's mission progit cannot be listed with this skill. Only a successful Robotics: Alter Mission skill check reveals the mission. Thus, a character may know all of the robot's functions and have to guess at its mission.

Robotics: Remove Security Locks

Success Rate: ½ Dex + 10% per level - 10% per robot level

Pr: robocomkit

After the final protection plate has been removed from a robot's progit circuitry board, there may be a security lock. The lock must be removed before the List Functions, Alter Functions, or Alter Mission skills can be tried. A robot can be deactivated after the protection plates are taken off but before the security lock is removed. Once a security lock has been removed, if cannot be used again. A failed skill check for Robotics: Remove Security Lock can result in a malfunction (see the Malfunction section).

Robotics: Repair

Success Rate: ½ Dex + 10% per level - 10% per robot level

Pr: Robotics: Identification, robocomkit or proper tools and facilities

Only robotics experts can repair robots. Robots are repaired according to the standard repair rules.

Robotics: Robopsychologist

Success Rate: ½ Int +10% per level – 10% per robot level

Pr: Alter Functions and Robotics: Alter Mission, of at least the same level as this skill

This skill allows a character with Robotics: Alter Functions and Robotics: Alter Mission to use those skills verbally when dealing with the higher levels of robots that can speak, listen, and think. The success rate is that of this skill, but it cannot exceed the level of the Alter Functions or Mission skills. For example, a character with Robotics: Alter Functions Level 2, Robotics: Alter Mission Level 1, and Robotics: Robopsychologist Level 3 would have a chance to verbally later a robot's functions as Skill Level 2 or alter its mission as Skill Level 1 because those are the lowest skill levels for those tasks, even though the character is a third-level robopsychologist.

Robopsychology allows the character to speak and argue with a robot and try to tap its memory and learn information from it or get it to change its programmed way of thinking. The robot and character must be able to hear each other and the robot must not be attacked during the conversation. This can sometimes be very dangerous for the character, especially if one of the robot's functions is to eliminate organic life forms, capture a robotics expert, etc. On the other hand, some of the higher security robots require so much time taking their progit security plates off and removing security locks that the risk may well be warranted.

A robopsychologist can also detect by conversation if a robot's programming has gone awry or been tampered with.

Joe Cabadas

JCab747's picture
JCab747
April 30, 2016 - 7:05am

Technician/Engineer Skills

When something breaks, the technicians are there to fix it. They have the skills and training to deal with various types of machines. This is a fairly easy field to get into, as there are no shortages of technical courses, and it is one of the most common skill areas in the frontier.

All of these skills allow characters to repair damaged equipment within their related field. If the damaged equipment is repaired in a shop, there is no chance it will break down again on its own.

When a repair is made away from a shop ("in the field") with a personal toolkit, there is a chance that the device will break down again. This chance accumulates from day to day (a device has a 10% chance to break down in the first 20 hours, 20% in the second 20 hours, 30% in the third, and so on). When something breaks down, the damage maybe minor, major or total.

A minor repair could take 1-10 minutes, a major repair could take 1-10 hours, while repairing something totaled could take anywhere between 10 to 100 hours.

Acoustics

Success Rate: ½ Log + 10% per level

Pr: Physics, techkit or proper tools and facilities

This skill allows the character to build and repair white noise generators, noise insulators and bafflers, and sonic-protection gear (headphones, helmet liners, and so forth).

No more than one item can be constructed per week, but the price in materials is 10% less than the normal item cost. When repairing acoustic devices use the standard repair rule.

Communications Devices: Operate

Success rate: ½ Log + 10% per level

Pr: N/A

Any character can operate a chronocom, radiophone, poly-vox, or progit-linked communication device. This skill allows the character to identify and operate the larger audio communication devices, such as subspace radios, space beacons, and broadcast stations. Operating a comm-device includes turning it on and using it to do anything it was designed to do. It also gives the character knowledge of standard signal codes and jargon used by professional communications men.

The chance to succeed includes the possibility that the character may need to bypass a locked power switch. Obviously, if the machine is damaged or unpowered it will not start until it is repaired or repowered.

Communications Devices: Repair

Success Rate: ½ Log or Dex + 10% per level

Pr: Communication Devices: Operate, techkit

This skill allows a character to repair all communication devices. This kill does not allow for the repair of vehicles, computers, robots, or machines that are not communications related. The skill is used with the standard repair rule.

Defenses: Repair

Success Rate: ½ Dex +10% per level

Pr: None

A character with this skill can repair and maintain all defensive equipment. Only reusable equipment can be completely repaired; suits are, by nature, destroyed as they are used but can be patched (50% effectiveness) with a successful skill check and proper materials.

For example, Berm patches a battered skeinsuit. He passes a successful skill check and has restored the skeinsuit to full effectiveness (provides ½ protection versus inertia attacks). The skeinsuit can only take 25 points of ballistic damage before it is destroyed, though (and can’t be repaired again).

All defensive repairs are made according to the Standard Repair Rule. In addition, this skill allows a character to apply armor paint to vehicles and structures.

Engineer: Alternate Energy

Success Rate: ½ Log + 10% per level

Pr: Physics Level 2, proper materials, tools, and facilities

A character with this skill has knowledge of solar, wind, hydro, chemical, fossil fuel, electrical, and planetary thermal generators and plants. This knowledge includes how to use them, how and why they break down, how to repair them, and how to design new generators and power supplies.

Engineer: Architectural

Success Rate: ½ Log + 10% per level

Pr: Physics Level 2, Engineer: Civil

A character with this skill has knowledge of most normal architectural and construction practices, including the location of plumbing, wiring, ventilation shafts, etc. This skill also allows a character to design buildings.

Engineer: Civil

Success Rate: ½ Log + 10% per level

Pr: Physics Level 1, proper materials, tools, and facilities

A character with this skill has knowledge of most major methods of road, sewage, canal, dam, harbor, and bridge construction including pipe and sewer layouts and passages.

Engineer: Electrical

Success Rate: ½ Log +10% per level

Pr: Physics level 2, proper materials, tools, and facilities

This skill gives the character a chance to design and build electrical devices not covered by other skills. The time, material, and financial requirements, along with the statistics of the device (use, energy usage, etc.), are left to the referee. Note the useful potential of this skill combined with other skills such as: Computers: Software Engineer, the various Security Systems skills, Computers: Interface, the Robotics skills, Optics, etc.

Engineer: Hydraulic

Success Rate: ½ Log + 10% per level

Pr: Physics Level 1, proper materials, tools, and facilities

A character with this skill has knowledge of fluid mechanics and theories, including how to use hydraulic machinery, how and why there are hydraulic leaks, how to repair them, and the how to design hydraulic generators, machines, and power supplies. The time, material, and financial requirements, along with the statistics of a hydraulic machine (use, fluid usage, etc.), are left to the referee.

Engineer: Mechanical

Success Rate: ½ Log + 10% per level

Pr: Physics Level 2, proper materials, tools, and facilities

This skill gives the character a chance to design and build normal machinery not covered by other skills. The time, material, and financial requirements, along with the statistics of the machine (use, energy usage, etc.), are left to the referee.

Engineer: Military

Success Rate: ½ Log + 10% per level

Pr: Physics Level 2, proper materials, tools, and facilities

This skill gives the character a chance to design and build a new type of weapon. The time, material, and financial requirements, along with the statistics of the weapon (range, damage, energy usage, etc.), are left to the referee. Some other skills may be necessary to use with this skill for certain weapons (Acoustics for sonic weapons, Optics for laser, etc.).

Engineer: Nuclear

Success Rate: ½ Log + 10% per level

Pr: Physics Level 3, proper materials, tools, and facilities

A character with this skill has knowledge of nuclear reactors and plants, including how to operate them, how and why there are radiation leaks, how to repair them, and how to design nuclear generators and power supplies. The time, material, and financial requirements, along with the statistics of the nuclear device (use, energy usage, etc.), are left to the referee.

Intelligence

Success Rate: Automatic upon selection of scispec profession

Pr: Scispec profession

When a character chooses the scispec profession he automatically receives this bonus skill. It is assumed one of the reasons the character chose the scispec profession is because of the time spent during his youth studying, experimenting, and generally improving his intuition, which is now above average. The character has 7 points that he can now add to his INT/LOG combination in whatever manner he wishes (e.g., 3 to INT, 4 to LOG).

Machinery Operation

Success Rate: ½ Log + 10% per level

Pr: N/A

This skill allows the character to identify and operate small and large machines, such as large power tools, manufacturing machines, and other non-vehicular machinery not covered in other skills.

Operating a machine includes starting it and using it to do anything it was designed to do. The chance to succeed includes the possibility that the character may need to bypass a locked start switch. Obviously, if the machine is damaged or unpowered it will not start until it is repaired or repowered.

Machinery Repair

Success Rate: ½ Log or Dex + 10% per level

Pr: Machinery Operation, techkit or proper tools and facilities

This skill allows a character to repair large and small machines, such as power tools, manufacturing machines, generators, electrical equipment, freeze fields, sample analysis machines, and security scanning devices. This skill does not allow for the repair of vehicles, communications devices, computers, or robots. The skill is used with the standard repair rule.

Matter Transferal Devices

Success Rate: ½ Log + 10% per level

Pr: Machinery Operation 5

A technician with this skill has a chance to operate bap bins. Bap bins are matter transferal devices that are relatively new creations – available after 100 FY. This sound they make when "beaming" cargo or creatures is similar to "bap," hence the name. They act instantaneously, but the character knows he has been bapped. The transferal requires a bin to be at both the departure and arrival point to work. The current maximum range between bins is 5000 km.

The cost of bapping is extremely high, about 10,000 Cr for a one-way trip for a single character, though costs are expected to decline as the devices become more common.

Techexes who operate these devices for a living must have Matter Transferal Devices skill level 6. A White result on a skill check means that the transferal did not work at all, but the character is safe. It is only on a roll of 98-00 that the item or character being transferred was molecularly scrambled and lost forever.

Optics

Success Rate: ½ Log + 10% per level

Pr: Physics, techkit, or proper tools and facilities

This skill enables a character to build and repair optical equipment (scopes, visual aids, etc.). No more than one item per week can be constructed, but the price in materials is 10% less than the normal item cost. When repairing damaged optical devices use the standard repair rule.

Power Read

Success Rate: Automatic (Log)

Pr: power read gauge

A character with this skill can check microdiscs, powercylinders, powerclips, and parabatteries for leakage and wear. Using a power read gauge, the technician can tell how much energy is left in a power container and translate that information in either minutes of use left if it is powering a device or the number of shots left if it is powering a weapon.

The skill also allows a character to use a power recharging device, cutting the cost for recharging by 20%.

Security Systems: Activate & Operate

Success Rate: ½ Log + 10% per level

Pr: N/A

This skill allows the character to identify and completely activate internal, perimeter, and vehicular security systems.

Activating a security system includes turning it on, directing its operation, and activating any weapon systems it uses. This does not allow the character access to a mainframe computer's security program, but also specialized security devices and systems.

The system may have a small computer to coordinate its activities, but this is not considered a computer Security maxiprog.

The chance to succeed may be decreased due to alien design; this is left to the referee's discretion. Obviously, if the security system is damaged or unpowered it does not activate until it is repaired or repowered.

Security Systems: Deactivating Alarms/Defenses

Success Rate: ½ Int + 10% per level -10% per security level

Pr: Security Systems: Activate & Operate, Security Systems: Detect, techkit

(See Security Systems: Detect first.) Once a character has successfully detected a security system, he may try to deactivate is. If the character fails, the referee must decide whether the alarm goes off; if the roll was missed by only a small amount, the alarm might not have been triggered.

Security Systems: Detecting Alarms/Defenses

Success Rate: ½ Int + 10% per level -10% per alarm level

Pr: Security Systems: Activate & Operate, techkit

This skill gives a technician a chance to detect security systems: alarms, scanners, defenses, etc. Every time a character is in a location with one of these security devices in it, he automatically has a chance to identify it. Devices that are hidden or disguised must first be detected (Intuition check) before identification takes place.

Once a character has seen enough of these security devices to make a guess as to the security level of the place (referee's discretion) he can roll his skill check.

The security level is determined by either the level of the Security maxiprog used to run the security system or, if no computer is used, by either the Lock levels (see Security Systems: Open Locks below) or non-computer, non-lock security devices.

This same formula is used with the Security Systems: Deactivate skill, but not with the Security Systems: Open Locks skill.

Method

Security Level

Trip Wire or other crude detection methods

1

Radioactive, Seismic, Beam, and Intense Light Scan

2

Odor or Normal Video Scan, Pressure Sensitive and Mechanical detectors

3

Enhanced Optics, Parabolic, UV and Sonar Scan

4

Motion Scan, Sound detectors

5

Voice Recognition Scan

5-6

Radar, Shape and Skin Prints Scan

6

Retinal Scan

7-8

Brain Scan

9

Full Body Scan

10

 

Security Systems: Open Locks

Success Rate: ½ Log or Dex + 10% per level -10% per lock level

Pr: Techkit

A technician can try to open locks without the necessary "key." The level of a lock usually is the same as the level of any nearby security devices, but the referee may change this. Lock levels can be has high as level 10. The referee should reduce the chance to succeed if the lock is on a safe or security vault.

Lock Type

Lock Level

Mechanical Lock

0-5

Grey Card Lock

1

Blue Card Lock

2

Prog-Locks

2

Electrical Locks

2-4

Green Card Lock

3

White Card Lock

4

Silver Card Lock

5

Red Card Lock

6

Personalized Recognition Lock*

6

Black Card Lock

7

Gold Card Lock

8

Baton Locks

5-10

*skin prints, retinal, voice patterns, brain scan, etc.

 

Vehicle: Repair

Success Rate: ½ Dex + 10% per level

Pr: Techkit or proper tools and facilities

A character with this skill has a chance to repair any type of vehicle using the standard repair rules. In addition to repairing vehicles that have been damaged in combat, the referee can include mechanical breakdowns on random encounter tables. This is recommended if the characters are on a long cross-country journey, where a breakdown is likely and the nearest repair shop is several hundred kilometers (or light-years) away.

When a vehicle breaks down, roll 2d10 on the following table to determine what has happened:

Roll

Vehicle Breakdown

2

fluid loss (oil, steering fluid, coolant, etc.)

3

broken axle or hoverfan *

4-5

broken driveshaft or transmission or hoverfan *

6-8

minor engine failure

9-10

broken steering device

11

steering loss *

12-15

minor drive train failure

16-17

broken suspension or mounting

18-19

major engine failure, repairable *

20

blown engine, unrepairable **

* This breakdown takes twice as long to repair as a normal breakdown.

** A blown engine cannot be repaired in the field. In a shop, it takes four times longer to repair than a normal breakdown.

Joe Cabadas

JCab747's picture
JCab747
April 30, 2016 - 7:07am

VEHICLES

Vehicle operations include starting, driving, and using a vehicle to do anything it was designed to do normally. The skill check includes the possibility that the character may need to bypass a locked ignition to start the vehicle. Obviously, if the vehicle is damaged or out of fuel, it will not start until it is repaired or refueled.

A character usually will have no trouble starting the vehicle, but only gets one chance to operate it if he is unfamiliar with it. If the character has driven this type of machine before, he can start and drive it automatically.

The normal operation of a vehicle does not include stunts or hazardous maneuvers. These are included in the Alpha Dawn rules on page 30 under Special Maneuvers and have not changed (though some of the new vehicular equipment in Zebulon's Guide to Frontier Space increases the chances of performing them better).

The referee may decide, because of alien design or modifications to a vehicle that the character is attempting to use, that the result area the player needs to roll on the skill check should be a specific color or colors and, thus, more difficult.

The skill Vehicle: Repair is found under Engineering/Technology Skills.

Vehicle: Aquatic

Success Rate: 100% (RS)

Pr: N/A

A character with this skill can pilot boats, water-ski cycles, and any other aquatic vehicles with complete control.

Vehicle: Atmospheric

Success Rate: 100% (RS)

Pr: N/A

A character with this skill can expertly pilot glijets, jetcopters, aircars, air transports, and other vehicles of all types that fly through a planet's lower atmosphere.

Vehicle: Cars

Success Rate: 100% (RS)

Pr: N/A

A character with this skill can expertly drive ground cars, hover cars, and any other car-type vehicles that stay close to the ground.

Vehicle: Cycles

Success Rate: 100% (RS)

Pr: N/A

A character with this skill can expertly drive ground cycles, hovercycles, and any other cycle type vehicles that stay close to the ground.

Vehicle: Machinery

Success Rate: ½ RS + 10% per level

Pr: N/A

A character with this skill can attempt to operate vehicular machinery such as construction equipment, special survey vehicles, etc. Any vehicle that does not fall into any other Vehicle operation skill belongs in this one.

Vehicle: Space

Success Rate: 100% (RS)

Pr: Vehicles: Machine, Machinery: Operate (for cargo arms)

This skill enables a spacer to operate any space vessel support vehicle such as a launch, workpod, or a cargo bay loader arm. It also familiarizes spacers with such EVA equipment as the rocket stake, EVA stick, magnetic grapple, external repair bay, clamp-on airlock (all described in Traveller's AD 2300 equipment guide), laser power torch, and anchors. In addition, characters with this skill get a +10 modifier to all Reaction Speed checks described in KH page 29 when using a rocket pack and receive only half damage from colliding with objects.

Vehicle: Stunt Driving

Success Rate: ½ Dex + 10% per level

Pr: any Vehicle skill

This skill allows an individual to add 5% per level to his reaction speed roll when performing unusual or tricky maneuvers with whatever vehicles he is skilled in. This skill must be purchased separately for each vehicle the character wishes to specialize in.

Vehicle: Transports

Success Rate: Success Rate: 100% (RS)

Pr: N/A

A character with this skill can expertly drive ground transports, hover transports, explorers, and any other transport-like vehicles that stay close to the ground.

Joe Cabadas

JCab747's picture
JCab747
April 30, 2016 - 7:08am

Weapons/Military Skills

Normal Success rate: 1/2 DEX + skill level

Most weapons skills work the same way. Each level of skill adds 10% to the character's chance to hit with that type of weapon. A roll of 96-00 always misses, however, no matter what the character's modified chance to hit is (roll on the Combat Mishap Table). While a roll of 01-05 normally always hits – unless the referee deems it impossible. With an automatic hit, roll on the Critical Hit Table.

Each type of weapon has its own skill, and characters must increase their scores separately in each. When a character uses experience points to increase one weapon skill, his other weapon skills are not affected.

A characters who does not have a skill (experience) with a particular weapon may try to use it with a -10% modifier from his chance to hit, but they cannot perform complicated tasks requiring finesse, such as careful aiming. The use of explosive, mines and detonators or heavy or shipboard weapons is also prohibited without some minimal instruction, but can result in mishaps.

Ballistics

Success Rate: ½ Log +10% per level

Pr: N/A

This skill gives a proficient character intimate knowledge of all standard Frontier weaponry (from primitive to modern). In addition, this skill allows a character that passes a successful skill check to determine what kind of weapon made a certain wound, left certain traces, etc. A successful skill check will also give a character general knowledge about more rare weaponry or alien technology (at the referee’s discretion).

For example, a character might be able to identify the energy signature of a Wartech specially produced collector’s pistol or tell that an alien device is a proton weapon.

Blind-Fighting

Success Rate: automatic (Int or RS)

Pr: Weapons: Melee Weapons or Weapons: Martial Arts

This skill allows an individual skilled in Weapons: Melee Weapons or Weapons: Martial Arts to ignore the “attacker disadvantaged” penalty when darkness or some other condition makes it difficult to see one’s target. This skill need only be purchased once.

Body Speak

Success Rate: 100% (LOG)

PR: N/A

This skill allows a character to use exaggerated body movement as a form of communication with others possessing this skill. It is most useful when the characters wish to communicate while keeping completely silent (as in laying an ambush) or at a distance where even shouting cannot be heard but radio silence is desirable. Simple phrases can be used, like "go... city... fetch... doctor."

Only characters who know body speak can understand it; all others would have to perform a Logic check. Environmental conditions such as darkness, fog, explosions, etc. can have a negative modifier for someone to clearly understand the instructions.

Since body speak uses universal symbols, anyone with the skill can understand anyone else using it. It is sometimes used in diplomatic exchanges until a proper translator can be found.

Camouflage

Success Rate: ½ Dex + 10% per level

Pr: Tracking

Camouflage is the art of concealing a large area, structure, or vehicles outside in natural cover. A vehicle painted a camouflage coloration pattern can be very difficult to see. A structure that is covered with vegetation and shaded correctly is almost invisible until you get close to it.

The use of Tracking to cover tracks leading to the structure or vehicle is sometimes necessary to complete the camouflage. If the skill check is made, then there is no chance for an observer who is far away for flying above to see the camouflaged item or structure. The referee may modify this as he wishes for type of optics used, distance, etc.

Any characters inside a camouflaged structure or vehicle are considered concealed. The referee should note that what is camouflage for one terrain type might draw attention in another. The skill check for Camouflage is secretly rolled by the referee. This is because the character will not know if he is successful until someone else spots or misses the camouflaged structure or item.

Endurance

Success Rate: Automatic upon selection of enforcer profession

Pr: Enforcer profession

When a character chooses the enforcer profession he automatically receives this bonus skill. It is assumed one of the reasons the character chose the enforcer profession is because of the time spent during his youth working on his Stamina and Strength. Because of this his Endurance is above average. The character has 7 points that he can now add to his STR/STA combination in whatever manner he wishes (e.g., 5 to STR, 2 to STA).

Beam Weapons

Success Rate: ½ Dex + 10% per level

Pr: N/A

This skill applies to electrostunners, heavy lasers, laser pistols, laser rifles, rafflur, sonic devastators, sonic disruptors, sonic stunners, maser or bolt weapons.

Demolitions Skill

Pr: N/A

There are two subskills to the demolitions skill: set charge and defuse charge. Only a character with demolitions skill can legally buy or use explosives or detonators. Tornadium D-19, sometimes called kaboomite, is the standard explosive but there is also TD-20, and Plastid.

Numerous detonators are used for explosives. Demolitions experts also can use type I missile warheads as mines plus use and throw an explosive damage pack.

Setting and defusing charges or mines requires a skill check. A character with this skill and the Chemistry skill can easily manufacture small explosives one-tenth the strength of TD-19 for around 12 Cr.

Subskill, Setting Charges:

Success Rate: Success Rate: 30% + 10% per skill level

Only characters with this skill can set charges. The number of turns needed to set a charge is the character's skill level subtracted from seven. At first level, a character needs six turns to set a charge, but at sixth level he needs only one turn.

If a character fails the skill check to set and detonate the charge, the charge has not exploded and must be re-set. The referee should feel free to have the charge explode prematurely or late.

Charges can be detonated by timer, radio signal, weapon fire or other devices. A timer lets the character set a time when the charge will explode. The timer can be adjusted to delay from 1 second to 60 hours. If a chronocom or subspace radio is available, charges can be set to explode when a particular signal is beamed at them. The chance to explode a charge with a radio beam is 10% less than normal.

Demolitions experts also can set off a charge with a laser. If the expert hits the charge, it explodes.

Subskill, Defusing Charges:

Success Rate: 50% + 10% per diffuser's skill level – 10% per setter's skill level

A demolitions expert can try to defuse a charge that was set by another expert. Defusing a charge takes one turn, no matter what level the expert is. The expert's chance to succeed is his success rate modified by the bomb maker’s (set-up character’s) skill level. If the set-up character's skill level is higher, there is a -10% modifier to the skill check. If the defusing character's skill level is higher, there is a +10% modifier to the skill check.

After successfully defusing a bomb, if a character is trying to defuse another charge set by the same bomber, he receives a +10% modifier.

No modifier exists if both characters are the same level in this skill. A character can defuse one of his own charges automatically.

Grenades/Thrown Weapons

Success Rate: ½ Dex + 10% per level

Pr: N/A

This skill allows a character to use grenades with better accuracy and damaging potential than an unskilled character. It also applies to all thrown axes, knives, spears and other such weapons.

Other throwing weapons that are alien in origin can be learned quickly by a character with this skill after passing a Logic check and practice unless the referee deems it physically impossible for another race to use.

Martial Arts

Success Rate: ½ Dex or Str + skill level

This skill makes a character a better fighter in melee than an unskilled character. Martial Arts skill makes a character a better fighter in melee. A character with Martial Arts skill can add 10% per level to his basic chance to hit with his bare hands in melee. The skill also increases the damage caused by a successful bare-hands attack, adding one point of damage per level.

Martial Arts skill also gives the character three subskills: tumbling (how to take a fall), defensive throws and nerve combat.

Tumbling reduces damage from falling by -1 point of damage per skill level.

Defensive throwing lets the character inflict damage when breaking out of a hold. When a character with Martial Arts skill breaks out of a hold, he automatically knocks his opponent down, causing damage equal to his punching score.

Nerve combat increases the character's chance to knock out his opponent. The opponent must be one of the four major races. The attacker gains a +1% chance to knock out the opponent per skill level on each attack. Thus, a character with 4th level skill in

Martial Arts and a Dexterity score of 40 would knock his opponent unconscious on a roll of 01-06, 10, 20, 30, 40, 50 or 60.

Weapons: Mass Destruction

Success Rate: ½ Dex or Log + 10% per level (-10% per security level for disarming)

Pr: Computers: Access & Operate 4; Missiles 4; Beam Weapons 2; Demolitions 4; PGS Weapons 2; Security Systems: Deactivate 2

This skill gives a character familiarity with the various large-scale military armaments of the Frontier (for example, nuclear missiles, biological and chemical warfare missiles, ground-based laser systems, SAM batteries, SSM (surface-to-space missile) and SSL (surface-to-space laser) systems, etc.).

A successful skill check allows a character to operate these weapon systems (penalties should be adjusted for unusual or alien designs, of course). In general, referees should obviously not allow characters to own these sorts of weapon systems, as they are high-tech military weapons and highly guarded. Proficient characters can attempt to disarm a weapon on a successful roll minus the security lock level of the weapon.

Melee Weapons

Success Rate: ½ Dex or Str + 10% per level

Pr: N/A

This skill allows a character to use both modern and primitive melee weapons with better accuracy and damaging potential than an unskilled character. This skill also teaches characters how to shoot primitive weapons. Melee weapons that are alien in origin can be learned quickly by a character with this skill after passing a Logic check and practice unless the referee deems it physically impossible for another race to use.

Instances of civilizations using projectile weapons other than bows and arrows or auto-weapons (see P.G.S. Weapons section) are rare.

Missiles

Success Rate: ½ Dex + 10% per level

Pr: N/A

This skill enables a character to use types I through III missiles and missile launchers with better accuracy and damage potential than an unskilled character. It also gives a character full knowledge of missile warheads.

Off-hand Firing

Success Rate: automatic (Dex)

Pr: N/A

Characters who purchase this skill ignore the penalties for using their non-primary hand in combat.

Projectile/Gyrojet/Sprayer (P.G.S.) Weapons

Success Rate: ½ Dex + 10% per level

Pr: N/A

This skill allows a character to use an auto-pistol or rifle, machine gun, grenade rifle or mortar, acid sprayer, flamethrower, micromissile, needler, recoilless rifle, or gyrojet weapon with better accuracy and damaging potential than an unskilled character.

Powered Assault Armor

Success Rate: 100% (Dex)

Pr: Computers: Access & Operate 3

A character with this skill can use powered assault armor with complete control including any built-in weapons.

Pumping Federanium

Success Rate: Automatic (Str)

Pr: N/A

This skill increases the amount of weight (in kilograms) a character can carry to one and one-half times his Strength score. If the weight a character is carrying is more than his normal Strength Score, he is encumbered. The movement rate of an encumbered character is cut in half in all terrain. A character with this skill can pick up an object that weighs up to triple his Strength in kilograms, but can carry it only a few meters. A character who has been pumping federanium (the densest element known) is quite developed and may have trouble fitting into suits and equipment normally designed for his race.

This skill must be renewed (as a first-level skill) every six months, as if the character kept in training.

Silent Kill

Success Rate: special (Str or Dex) + 5% per level

Pr: Weapons: Melee or Weapons: Martial Arts

Silent Kill allows a character with the prerequisite weapons skills (Weapons: Melee or Martial Arts or Weapons: Beam, PGS, etc.) and proper equipment (such as silencers, flash muzzles and other specialty items) the chance to silently dispatch an adversary without raising an alarm.

On a successful skill check (and a successful hit), the character’s attack goes unnoticed and unheard by anyone in the surrounding area. On a successful hit AND a second successful Silent Kill skill check (an 01-03 roll at first level), the character instantly kills her target. For each level of skill above first, the character adds 5 to her chance to instantly kill her target (i.e., 01-08 at second level, 01-13 at third level, etc.).

Style Analysis

Success Rate: ½ Log/Int +10% per level

Pr: Weapons: Melee Weapons or Weapons: Martial Arts

This skill allows an individual skilled in Weapons: Melee Weapons or Weapons: Martial Arts to gain a tactical advantage in melee combat by studying his opponent in battle for one round. The character cannot do anything other than observe his target during that round. At the end of the round, the character rolls a check against his SL. If successful, the character gains the “attacker advantaged” bonus against the target in Melee combat for the duration of the combat.

Weapons Repair

Success Rate: ½ Dex + 10% per level

Pr: Must have the weapon skill before being able to repair it, proper tools

This skill allows a character to maintain and repair a weapon that he knows how to use (has a skill level with that weapon). Since many of the new weapons are technological marvels, their repair may require tools, materials, and time that are not readily available. This depends on the amount and type of damage that was done to the weapon and is left to the referee's discretion.

Weightless Combat

Success Rate: special (Dex)

Pr: N/A

Due to the lack of gravity, combat in a weightless environment becomes much more difficult. Because of recoil on some ranged weapons and the volatile nature of melee, characters require training to be effective in zero-G combat. Characters with the Weightless Combat skill are only required to make a check to maintain control if they roll 98-00 or miss in melee combat. In ranged combat, characters with any level Weightless Combat skill are allowed to use their full weapon skill level, as opposed to ½ level. In melee combat, characters with the Weightless Combat skill are allowed to use the Weightless Combat skill level and ½ (round down) of their Melee or Martial Arts (if applicable) level up to the level of Weightless combat.

Joe Cabadas