Alpha Dawn
        Alpha Dawn
Campaign Info\Skills\Alpha Cat Skills

NameDescription
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AcousticsThis 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). BUILDING ACOUSTIC DEVICES
Success Rate: (LOG / 2) + skill level No more than one item can be constructed per week, but the price in materials is 10% less than the normal item cost. REPAIRING ACOUSTIC DEVICES
Success Rate: (LOG / 2) + 10 + skill level When repairing acoustic devices, use the standard repair rule.
AcrobaticsAcrobatics skill helps characters form human ladders, walk tightropes and perform dangerous movements. Base success rate assumes a maneuver of moderate difficulty. The referee will apply modifiers for other maneuvers. ACROBATICS
Success Rate: (DEX / 2) + 10 + skill level Someone skilled with acrobatics is also skilled with the use of ropes. ROPE WORK
Success Rate: (DEX / 2) + skill level
AdministrationThis skill covers bureaucracies and administration of all kinds. The character has knowledge of how bureaucracies work and how to get past bureaucratic obstacles. GENERAL KNOWLEDGE
Success Rate: (INT / 2) + 10 + skill level BYPASS BUREAUCRATIC OBSTACLE
Success Rate: (LDR / 2) + skill level
Analyze Animal BehaviorA character with this skill can, if given four turns of observation, make an analysis of whether an animal is aggressive or harmless. Further observation, 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 Ecosystem skill. ANALYZING ANIMAL BEHAVIOR
Success Rate: (INT / 2) +
Analyze EcosystemThis skill allows a character, after spending at least 200 hours studying an area, to accurately analyze an ecosystem. An ecosystem study encompasses the interactions of all the plants and animals that make up the local environment. If an ecosystem is upset or out of balance, entire species can become extinct and whole regions devastated by floods, droughts, or other natural disasters. In analyzing an ecosystem the character can determine if it is balanced and, if not, how to restore the balanc
Animal TamingThis 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. This will be reflected as negative modifiers to the roll. TAMING CREATURES
Success Rate: (PER / 2) + 10 + skill level Taming a creature can be time consuming and dangerous. The time required depends on the size and type an
Animal TrainingA 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, Vrush, box, etc. TEaching an animal requires days, sometimes weeks, of work. The time required depends on the intelligence of the animal and wh
AppraisalsThis skill allows a character to appraise the worth of rare and valuable items (artwork, antiques, books, exotic weapons, etc.) to within 10% of their normal cost. APPRAISING ITEMS
Success Rate: (INT / 2) + 10 + skill level
ArchaeologyThis skill is the scientific study of the life and culture of ancient peoples, through examination of excavations of ancient cities, relics, and artifacts. A success 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
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Battle DressThe character is skilled at operating advanced battle armor. Level 0 (no skill) - Skeinsuits, albedo suits
Level 1 - Basic powered armor with minimal functionality (no weapons)
Level 2 - Powered armor with minor functionality (no weapons)
Level 3 - Powered armor with HUD and single weapon
Level 4 - HUD, 1-2 weapons, advanced movement
Level 5 - HUD, 2-3 weapons, flight
Level 6 - HUD, weapons, high speed flight
Level 7 - HUD, weapons, rocket flight
Level 8 - Any battle armor
BiologyA character who is a botanist and a zoologist can use these skills as a foundation for becoming a biologist (at least 2 levels in each is required). Biology skill allows for the integration of the two sciences and is an introductory skill for 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 fu
BionicsA 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). ATTACHING BIONIC PART
Success Rate: (LOG / 2) + 10 + skill level REPAIRING BIONIC PART
Success Rate: (LOG / 2) + 15 + skill level
BluffA bluff is loosely defined as a lie, evasion, or convincing somone that you are something or someone you are not. Any character attempting a bluff who does not have this skill uses the base chance of success. The more difficult the bluff, the greater the negative modifier to the skill. A character with this skill is smoother and more confident in his bluff if the bluff is plausible. For example, an Ifshnit saving he is really a magically transformed Osakar is just plain silly. But an adventurer
Body SpeakThis 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 character with Body Speak can understand it. Since body speak uses universal symbols, anyone with the skil
BotanyA 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 Bioscanner 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
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CamouflageCamouflage 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 f
ChefA character who selects this skill has an unusual knowledge of fine cuisine and how to prepare it. 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. COOKING MEALS
Success Rate: LOG + skill level ADMINISTERING COOKING STAFF
Success Rate: (LDR / 2) + 15 + skill level ESTIMATING CULINARY RARITIES
ChemistryA 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 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 succ
ClimbingThis skill increases a character's climbing ability. 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. CLIMBING VERTICAL SURFACES
Success Rate: (DEX / 2) + 10 + skill level
Combat DriverWhile anyone with the appropriate vehicle skills can operate the indicated types of vehicles, this skill is used to resolve more extreme vehicle maneuvers. With a successful skill roll, the character can skid around corners in vehicles, jump obstacles and execute a moonshiner's reverse. In the case of vehicle chases, opposing skill rolls can determine if the chase car is gaining or losing ground to the vehicle being pursued. VEHICLE MANEUVER
Success Rate: (RS / 2) + skill level
Combat LuckCombat luck is not really a skill. It is an esoteric concept that reflects that lucky things can happen to you. Each level of Combat Luck gives you either a Luck Point or a Fate point to spend to offset a really unlucky occurrence (which need not be combat related but usually is). Level 1 - 1 Luck point
Level 2 - 2 Luck points
Level 3 - 2 Luck points and 1 Fate point
Level 4 - 3 Luck points and 1 Fate point
Level 5 - 4 Luck points and 1 Fate point
Level 6 - 4 Luck points and 2 Fate points
Level
Combat PilotWhile anyone with the appropriate vehicle skills can operate the indicated types of vehicles, this skill is used to resolve more extreme vehicle maneuvers. With a successful skill roll, the character can execute difficult aerial maneuvers. In the case of vehicle chases and dogfights, opposing skill rolls can determine who is doing better and has a better opportunity for a shot. VEHICLE MANEUVER
Success Rate: (RS / 2) + skill level
CommunicationThis skill can be used when a character must communicate with a creature whose language he neither speaks nor understands. 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 +5 when using it. COMMUNICATION
Success rate: (INT / 2) + 10 + skill level
Computer OperatorThe basic computer skill allows the character to operate a computer and display information. He can learn what programs are installed and find and displayed data files. 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 files, personal records, and raw, unprocessed data that is recorded on an A/I (Storage) maxiprog.
ComputeristThere are eight separate subskills to Computer skill: Operate Computer, Write Programs, Defeat Security, Bypass Security, Display Information, Manipulate Programs, Interface Computers and Repair Computers. 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. Computer specialists get only one chance to try a subsk
ConcealmentConcealment 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. If a character does not move or make noise once he is concealed, the skill check to remain concealed is made every turn. CONCEALMENT
Success Rate: (DEX / 2) - 5 + skill level
CriminalThe skill generally represents someone who is a criminal. They have underworld contacts and first hand knowledge of criminal organizations, both their own if they are a member of such an organization, and rival organizations. As they rise in level, they know more and more of the secrets of such organizations. They know of the tattoos, gestures, styles, contact locations, and more. GM permission is required to take this skill and the character's background must support the skill. GENERAL KNOWLED
CriminologyCriminology is the scientific study of the nature, extent, management, causes, control, consequences, and prevention of criminal behavior, both on the individual and social levels. Criminology is an interdisciplinary field in both the behavioral and social sciences, drawing especially upon the research of sociologists, psychologists, philosophers, psychiatrists, social anthropologists, as well as scholars of law. In general, criminology is focused on an external view of crime based on studies,
CryptographyThis 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. DECIPHER CODES
Success Rate: (LOG / 2) + 10 + skill level - cypher level GENERAL CRYPTOGRAPHIC KNOWLEDGE
Success Rate: (INT
CyberneticsThis skill is quite advanced and is used when a character has enough experience to start building cyborgs (cybernetic organisms). The skill will be developed later as Cyborg rules are developed. GENERAL CYBERNETIC KNOWLEDGE
Success Rate: (INT / 2) + 10 + skill level
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DemolitionsThere 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. SETTING CHARGES
Success Rate: (LOG / 2) + 5 + skill level Only characters with demolitions skill can set charges. The number of turns needed to set a charge is the character's skill level subtracted from seven. At 1st level, a character needs six turns to set
DisguiseThis 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
DramaticsThe 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. DRAMATICS
Success Rate: (PER / 2) + skill level
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Empathic UnderstandingEmpathic Understanding allows a character to gain a general impression of the mood and intentions of an individual or group. In order to use this skill, the character must be able to see or hear the individuals or group. The information that a characters gains by using this skill is very vague and undefined. The referee should use descriptions like hostile, curios, cautious, helpful, fearful, neutral, etc. Empathic Understanding can be used by a character only once per encounter. Dralasites pos
Engineer: Alternate EnergyA 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. Designing and building new generators and power supplies requires Technician skill. GENERAL KNOWLEDGE
Success Rate: (INT / 2) + 10 + skill level REPAIR ENERGY SOURCE
Success Rate: (LOG / 2) + 10 + skill level
Engineer: ArchitecturalA 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. GENERAL KNOWLEDGE
Success Rate: (INT / 2) + 10 + skill level DESIGNING BUILDINGS
Success Rate: (LOG / 2) + 5 + skill level
Engineer: CivilA 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. GENERAL KNOWLEDGE
Success Rate: (INT / 2) + 10 + skill level
Engineer: HydraulicA 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. GENERAL KNOWLEDGE
Success Rate: (INT / 2) + 10 + skill level REPAIRING HYDRAULIC MACHINERY
Success Ra
Engineer: MechanicalThis 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. GENERAL KNOWLEDGE
Success Rate: (INT / 2) + 10 + skill level DESIGNING AND BUILDING MACHINERY
Success Rate: (LOG / 2) - 5 + skill level
Engineer: MilitaryThis 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.). GENERAL KNOWLEDGE
Success Rate: (INT / 2) + 10 + skill level DESIGNING AND BUILDING WEAPONS
Success Rate: (LOG / 2) - 5 + skill level
Engineer: NuclearA 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. GENERAL KNOWLEDGE
Success Rate: (INT / 2) + 10 + skill level DESIGNING AND BUILDING NUCLEAR ENERGY SOURCES
Success Rate: (LOG / 2)
EnvironmentalistEnvironmental Skill deals with relationships between intelligent life and nature. An environmental specialist has training in astronomy, biology, botany, chemistry. ecology and geology. There are nine Environmental subskills: 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, f
ExobiologyA 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 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 comple
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FinanceThis skill 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 bigw
Find DirectionsAn 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%. FINDING DIRECTIONS
Success Rate: (INT / 2) + 15 + skill level
First AidThose with this skill have a subset of the Medic skills. ADMINISTERING DRUGS
Success Rate: 100% Three drugs are covered under this subskill: stimdose. staydose and telol. A first aid specialist can use one dose of stimdose to wake up an unconscious or stunned character, or to restore 10 Stamina points to a character that was poisoned or contracted a disease or infection. Stimdose can only be given by a medic or first aid specialist . If more than one dose is given in a 20-hour period, the secon
Forensic MedicineThis skill allows a character to perform an autopsy on a deceased character or animal and determine what was 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 to Level /0 and the information may not be accepted as ev
ForgeryThis 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. DETECTING FORGERY
Success Rate: INT + skill level - skill level CREATING FORGERY
Success Rate: (LOG / 2) + skill level
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GemologyThis 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. GENERAL KNOWLEDGE
Success Rate: (INT / 2) + 10 + skill level APPRAISING GEMS
Success Rate: (INT / 2) + skill level
GeneticsA 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 che
GeologyA 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 to analyze a geological sample. A successful geoscanner analysis (skill check) indicates what minerals are present in the sample and t
GeophysicsA 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 han
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HagglingThis 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 Grievous Success is rolled, the increase or decrease is 20%. If Absolute Failure or Blunder is rolled, the haggling has exactly the opposite result and the price goes against the character by 20%. HAGGLING
Success Rate: PER + skill level - skill level
HorsemanshipThis skill allows a character to ride a tamed animal trained to carry a rider. For riding, the only time a skill check (Calming Mount) 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 leas
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LawThis 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. GENERAL KNOWLEDGE
Success Rate: (INT / 2) + 10 + skill level PLEADING CASES
Success Rate: (PER /
LinguisticsLinguistics is the scientific study of language, and involves an analysis of language form, language meaning, and language in context. It includes knowledge of phonetics, language meaning, grammar and other aspects of communication among the four primary races of the Frontier. Phonetics is the study of speech and non-speech sounds, which delves into their acoustic and articulatory properties. The study of language meaning deals with how languages encode relations between entities, properties, a
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Machinery OperatorThis 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.
Making Items and StructuresThis skill allows characters to make primitive tools and weapons out of stones, sticks, cords, and other natural materials. Only non-powered devices and weapons, such as bows and arrows, axes, clubs, javelins, knives, and spears, can be made. Only a 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, raft
Martial ArtsMartial 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, defensive throws and nerve combat. Tumbling reduces damage from falling by -1 point of damage per skill level. Defensive throwing let
MathematicsMathematics is the abstract science of number, quantity, and space. Mathematics may be studied in its own right (pure mathematics), or as it is applied to other disciplines such as physics and engineering (applied mathematic). GENERAL KNOWLEDGE
Success Rate: (INT / 2) + 10 + skill level
MedicA character that has Medical skill is called a medic. Medics need a medkit to use their skill. Medics diagnose ailments, heal wounds, control infections. neutralize poisons, cure diseases, wake up unconscious individuals and prevent tissue deterioration. There are nine Medical subskills: Administer Drugs. Diagnosis, First Aid, Minor Surgery, Major Surgery, Control Infection, Cure Disease. Neutralize Toxins and Activate Freeze Field. If a patient is treated in a hospital or sick bay all Success
Military ScientistThis skill allows the character to lead troops in battle and execute tactical maneuvers to hopefully outmaneuver opponent units and armies. The following tables indicate the ideal progression. However, it is entirely possible, and even probable, that officers will be found that do not align to these tables. For example, a General might have Military Scientist at a much lower level because he was able to purchase his commission and promotions or might have been promoted due to political connecti
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OpticsThis 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. GENERAL KNOWLEDGE
Success Rate: (INT / 2) + 10 + skill level BUILDING OPTICAL EQUIPMENT
Success Rate: (DEX / 2) + skill level REPAIRING OPTICAL EQUIPMENT
Success Rate: (LOG / 2) + 10 + skill level
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PersuasionPersuasion lets a character try to convince a non-player character or group to follow a reasonable course of action he suggests. The character must explain his plan to the group or person being persuaded, not just mention it to them. If the character uses some sort of 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 gets mad and might do just the opposite of what the character
PhotographyAny 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: film, 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 wa
PhysicsA 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. Physics is a prerequisite skill for other fields of knowledge (Acoustics, Optics, etc.). In addition, this skill also allows the character to
PoliticsThis skill 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. GENERAL KNOWLEDGE
Success Rate: (INT / 2) + 10 + skill level
PsychologistPsychologists study personality development, the history of psychological problems and the science of psychological research. Graduate school provides rigorous preparation for a career in psychology by teaching students how to diagnose mental and emotional disorders in varying situations. Skilled psychologists also posses skills around methods of treatment, analytical testing, problem-solving techniques, psychological theory and behavioral therapy. Someone with this skill can make character jud
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Radio OperatorAny 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 incl
RoboticistA 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 skill has nine subskills: Identify, Add Equipment, Repair, Activate/ Deactivate, Remove Security lock, Ust Functions, Alter Function and Alter Mission. If the robot is an alien design, then the robotics expert has a -20
RunningThis skill increases the running speed and endurance of a character. Run speed is increased by 1 meter per turn per level with this skill. Thus, a human, who can normally run 20 meters per turn, can run 24 meters per turn if they are rank 4 with this skill. A character can normally run at top speed for a number of minutes equal to his Strength score divided by 10, rounded up. At the end of this time, someone with this skill can attempt a skill roll each turn to continue running at full speed. T
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SocietyThis skill 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. GENERAL KNOWLEDGE
Success Rate: (INT / 2) + 10 + skill level
StealthStealth is the ability to move without being seen or heard. This ability is useful for stalking animals, but can also 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 m
StreetwiseThe character understand the urban environment particularly the seedy under belly of society. He knows where to find the best bars and who might have information on questionable activities and products. GENERAL KNOWLEDGE
Success Rate: (INT / 2) + 10 + skill level
SurvivalThis skill gives a character the chance to do several things related to survival in a specific climate. A character possessing this skill can
find food or water, is any is available
find or improvise shelter in the best possible location
set or avoid primitive traps and snares. These traps are for the purpose of food gathering or defense (pits), FINDING FOOD OR WATER
Success Rate: (INT / 2) + skill level IMPROVISING SHELTER
Success Rate: (LOG / 2) + skill level DETECTING TRAPS
Success Rate: INT
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TechnicianThere are five Technician subskills: Operate Machinery. Repair, Detect Alarm/ Defense, Deactivate Alarm/ Defense and Open Locks. A techkit is needed for all these subskills except Operate Machinery. OPERATING MACHINERY AND VEHICLES
Success Rate: (LOG / 2) + 15 + skill level Operating a vehicle includes starting it, driving it and using it to do anything it was designed to do. The chance to succeed includes the possibility that the technician may need to bypass a locked ignition to start the veh
TheologyThis 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. GENERAL KNOWLEDGE
Success Rate: (INT / 2) + 10 + skill level
TrackingThis skill gives a character the 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 (rain washing out tracks, rocky ground, show covering tracks, etc.). This skill can also be used by a character to hide his own tracks. TRACKING
Success Rate:
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Vacc SuitThe character is skilled in the use and operation of vacuum and environment suits. It takes 1 minute (10 turns) to don a typical vacc suit or environmental suit but this time is reduced by 1 turn per level with this skill. For more complex suits, the referee may rule that the base time in longer but level will always reduce the time required to don the suit. Operating a vacc or environmental suit refers to turning on the air or swapping out expended modules. Someone with this skill can assist a
Vehicle: AquaticA character with this skill can pilot boats, water-ski cycles, and any other aquatic vehicles with complete control. At level 1, they can pilot small watercraft with ease. As rank improves, the complexity of the craft increases. <NOTE TO SELF - COME UP WITH CHART OF WATERCRAFT BY LEVEL>
Vehicle: AtmosphericA 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. Level
Aircraft
1
Glider
2
Small helicopters and jetcopters
3
Small Airplanes (propeller)
4
Aircar
5
Small Jet Aircraft, VTOL, large airplanes (propeller)
6
Large Helicopters and jetcopters
7
Large jets
8
Sub-orbital rockets
Vehicle: CyclesA character with this skill can expertly drive motorcycles, hovercycles, and any other cycle type vehicles. Level
Aircraft
0
Bicycle, Small scooter
1
Small motorcycle, jet ski, snowmobile
2
Large motorcycle, large jet ski
3
Hover cycle
4 5
Air cycle
6 7
Rocket cycle (ground or water)
8
Rocket cycle (air)
Vehicle: GroundA character with this skill can operate ground cars, hover cars, trucks, transports, explorers and any other types of ground vehicles. Level
Ground Vehicle
0
Ground car
1
Hover car
2
Explorer and similar military vehicles, ground transports, small tracked vehicles
3
Hover transports
4
Medium tracked vehicles, tanks
5
Large tanks
6
Land crawlers
7
Giant land crawlers
8
Rocket powered vehicles Giant Land Crawler
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WeaponsmithThis skill allows a character to maintain and repair weapons 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. At higher levels of both Weaponsmith and the appropriate weapons skills, the character can modify or even build weapons
Weapons: Beam WeaponsBEAM WEAPONS skill applies to electrostunners, heavy lasers, laser pistols, laser rifles, sonic devastators, sonic disruptors and sonic stunners.
Weapons: Gyrojet WeaponsGYROJET WEAPONS skill applies to gyrojet pistols, gyrojet rifles, grenade rifles. grenade mortars and rocket launchers.
Weapons: Melee WeaponsMELEE WEAPONS skill applies to axes, brass knuckles, chains, clubs, swords, electric swords, sonic swords, knives, sonic knives, vibroknives. nightsticks, polearms, shock gloves, spears. stunsticks and whips.
Weapons: Projectile WeaponsPROJECTILE WEAPONS skill applies to automatic pistols and rifles, bows, muskets, needler pistols and rifles, machine guns and recoilless rifles.
Weapons: Thrown WeaponsTHROWN WEAPONS skill applies to all grenades and thrown axes, knives and spears.
Weird Talent - CiaraCiara's weird talent is Environmental Empathy. She can sense harmful things that have occurred in her immediate vicinity as long as she is in a natural setting. This aspect of the talent is passive in that if Ciara walks through an area that has seen harm to the environment, the referee will roll her Environmental Empathy skill and, if successful, tell her that she senses that something happened here that was "unnatural". This could have been anything from a battle using weapons that caused dam
Weird Talent - MykelThis skill can only be taken by Mykel Dronvere as it represents his Edge. Each level grants a new ability
Level 1 - Immune to minor diseases such as the common cold, flu, etc. +5 to all resistance rolls to all other diseases. Level 2 - Healing rate is 3 STA per day of rest instead of the normal 1 STA per day (20 hours). Even if not resting, he will heal at 1 STA per day. Level 3 - +10 to all resistance rolls to disease. Harmful effects of poisons and inimical drugs reduced by 25% For example,
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XenolinguisticsXenolinguistics is the study of truly alien forms of communication. It does not automatically apply to any alien race, only those whose form of communication diverges significantly from common forms of communication with regard to structure, sense and various other factors. GENERAL KNOWLEDGE
Success Rate: (INT / 2) + 10 + skill level Someone with Communication skill can attempt to communicate with an intelligent alien using the lower level of this skill and the character's Communication skill.
XenologyA character with this skill is schooled in the science of alien lifeforms, their lives, structure, growth, classification, etc. Only a character with Xenology can name a new alien life form or use a bioscanner to analyze a alien samples. While this skill covers known alien lifeforms the greater value of the skill is to understand how to interact with new alien lifeforms that might be encountered in the future. GENERAL KNOWLEDGE
Success Rate: (INT / 2) + 10 + skill level
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Zero-GWith this skill, the character is adept at maneuvering in a zero-G or micro-gravity environments. A Zero-G maneuver refers to typical maneuvers to move around. For example, the character may tell the referee that he wants to maneuver down the corridor quickly, glancing left and right as he passes intersections. The referee will call for at least one Zero-G maneuver roll and may require a new roll at each intersections. ZERO-G MANEUVER
Success Rate: (DEX / 2) + 10 + skill level An emergency mane
ZoologyA 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 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 prope