 | Name | Description | |
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 | Acoustics | 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 construction per week, but the price in materials is 10% less than the normal item cost. When repairing acoustic devices, use the standard repair rule. Build Device
The basic chance to build a device is equal to rank x 5 plus ((INT + LOG - 80) / 2). This assumes a device of moderate complexity |  |
| Animal Training | This skill incorporates both the ability to tame animals and to train animals. Animals must be tamed before they can be trained. Some animals can be purchased or otherwise obtained who are already tamed, in which case they just need to be trained. Knowledge of Animals
Someone with this skill is also knowledgeable about the various animals of the Frontier. The chance of identifying a specific animal is equal to (rank x 10) + (Education x 3). Animal Taming
This ability gives a character the chan |  |
 | Appraisal | 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. The chance of success is equal to (rank x 10) + ((INT - 40) / 2). |  |
| Archaeology | 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 successf |  |
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| Biology | A character who is a botanist and a zoologist can use these skills as a foundation for becoming a biologist (at least two ranks 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 |  |
 | Bionics | 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). General knowledge skill roll for this skill is equal to (rank x 10) + (Education x 3). |  |
| Bluff | A bluff is loosely defined as a lie, evasion, or convincing someone that you are something or someone you are not. The more difficult the bluff, the greater the negative modifier to the skill roll. 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. T |  |
 | Body Speak | 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 with Body Speak can understand it. Since body speak uses universal symbols, anyone with the |  |
| Botany | 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 h |  |
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| Camoflage | 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 f |  |
 | Chef | A chef knows how to prepare meals for groups of people. The GM may or may not require skill rolls to prepare meals, depending on the situation. For example, if one of the adventurers has chef skill, it is generally assumed that the character probably prepares most of the meals for the group most of the time and no skill roll needs to be made. The GM might require a skill roll if the group had to hunt and/or forage for food or if there is something unusual about a particular event that might cal |  |
| Chemistry | 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 ch |  |
 | Climbing | This skill increases a character's climbing ability. The character can climb 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. Rope Climbing
At rank 1, the character can climb a rope at a rate of 3 meters per turn. This rate increases by half a meter pe |  |
| Communication | This 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. This skill can be used for any type of communication from something as simple as two members of the same race who do not share a common language up through communications with a completely unknown, alien race. Communications Modifiers
Target is of the same race and not too differen |  |
 | Communication Devices - Operate | 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. This skill also gives the character knowledge of standard signal codes and jargon used by professional communications men. The chance to succ |  |
| Communication Devices - Repair | This skill allows a character to repair all communication devices. This skill 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. A techkit is required to repair a communications device. Tasks
Repair Communications Device - (rank x 10) + ((LOG - 40) / 2) |  |
 | Computer Operation | A character with this skill knows how to operate computers. They understand how to turn them on and how to navigate the operating system. With successful rolls, they can search for programs and files and display them, download them to external media or send them to external locations if the computer is not isolated. Note that this skill is included in Computer Skill so someone with that skill does not need this skill. Tasks
Operate Computer: 70% + (rank x 10) + ((LOG - 40) / 2) - (computer leve |  |
| Computer Skill | There are eight separate subskills (or tasks) to Computer skill: Operate Computer, Write Programs, Defeat Security, Bypass Security, Display Information, Manipulate Programs, Interface Computers and Repair Computers. Additionally, there is a general knowledge of computers tasks. Computer programs have levels from 1 to 8, depending on their complexity. Computers also have levels from 1 to 8, depending on what programs they hold. These levels are explained in the descriptions of computers in the |  |
 | Concealment | 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. If a character does not move or make noise once he is concealed, the skill check to remain concealed every turn following is at rank + 1. Tasks
Hide: (rank x 10) + ((INT - 40) / 2) |  |
| Crypotography | 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. The GM is also free to assign modifiers based on particularly easy or exceedingly difficult ciphers. Tasks Decipher Code: (r |  |
 | Cybernetics | This skill is quite advanced and is used when a character has enough experience to start building or repairing cyborgs (cybernetic organisms). Tasks Construct Cyborg: (rank x 5) + ((INT + LOG - 80) / 4) Repair Cyborg: (rank x 10) + ((INT + LOG - 80) / 4) General Knowledge: (rank x 10) + (Education x 3). |  |
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 | Demolitions | 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. SETTING CHARGES
Success Rate: 30% + 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 a charge, |  |
| Disguise | 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 3 and Disguise 2, therefore he uses the Disguise Level 2 as his success rate to bluff. If he had a Bluff Level 2 and a Disguise Lev |  |
 | Dramatics | 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. This skill also includes general knowledge of all forms of acting and famous actors. Tasks Actor: rank x 10) + |  |
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 | Education | This skill represents a character's knowledge of obscure facts and information and serves as a bonus to general knowledge tasks within other skills. Each rank with this skill gives the character a +3 to all general knowledge skills (this is automatically included on the online character sheet). Education can be formal or informal. If formal, assume rank is equivalent to the number of years of post-secondary education. Thus, rank 2 would be the equivalent of 2 years of college and probably an As |  |
| Empathic Understanding | Empathic 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. Tasks Empathic |  |
 | Engineer: Alternate Energy | 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. Tasks General Knowledge: (rank x 10) + (Education x 3). |  |
| Engineer: Architectural | 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. Tasks General Knowledge: (rank x 10) + (Education x 3). |  |
 | Engineer: Civil | 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. Tasks General Knowledge: (rank x 10) + (Education x 3). |  |
| Engineer: Hydraulic | 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. Tasks General Knowledge: (rank x 10) + (Education x 3). |  |
 | Engineer: Mechanical | 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. Tasks General Knowledge: (rank x 10) + (Education x 3). Build Mechanical Device: (rank x 10) + ((INT + LOG - 80) / 4) |  |
| Engineer: Nuclear | 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. Tasks General Knowledge: (rank x 10) + (Education x 3). |  |
 | Environmental Skill | Environmental 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 |  |
| Exobiology | 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 campaig |  |
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| Finance | This 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 |  |
 | Forensic Medicine | This 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 |  |
| Forgery | 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 Artist skill, the character also adds artwork to the list. Forging documents requires specialized forging tools and may also require things such as specialized paper, photos, etc. The GM may apply modifiers based on the difficulty of the i |  |
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| Genetics | 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 che |  |
 | Geology | 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 s |  |
| Geophysics | 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 han |  |
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| Haggling | 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 98-00 is rolled, the haggling has exactly the opposite result and the price goes against the character by 20%. Tasks Haggle: (rank x 10) + ((PER - 40) / 2) |  |
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| Law | 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. Tasks General Knowledge: (rank x 10) + (Education x 3) Legal Representation: (rank x 10) + ((P |  |
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| Machinery Operation | This skill allows the character to identify and operate small and large machines, such as large power tools, manufacturing machines, and other machinery including vehicles 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 repowe |  |
 | Makeshift Items and Structures | This 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 Arts | 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, defensive throws and nerve combat. Tumbling reduces damage from falling by -1 point of damage per skill level. Defensive throwing let |  |
 | Medical Skill | A 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 |  |
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 | Optics | 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. Note that proper tools and perhaps a properly outfitted shop may be necessary for some tasks, particularly building devices. Tasks General Knowledge: (rank x 10) + (Education x 3). Build Device: (rank x 5) + ((INT |  |
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 | Persuasion | Persuasion lets a character try to convince a nonplayer 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 suffers a -10 to his roll. 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 char |  |
| Physics | 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 solidstate 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, e |  |
 | Politics | This one-time 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. Tasks General Knowledge: (rank x 10) + (Education x 3). |  |
| Psycho-Social Skill | Psychologists 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. Character judgment allows the character to det |  |
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| Ride Mount | 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 be |  |
 | Robotics Skill | 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 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 |  |
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 | Technician Skill | There 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: (rank x 15) + ((INT - 40) / 2) Operating a vehicle includes starting it, driving it in non-emergency situations 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 lo |  |
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 | Weapons: Beam Weapons | BEAM WEAPONS skill applies to electrostunners, heavy lasers, laser pistols, laser rifles, sonic devastators, sonic disruptors and sonic stunners. |  |
| Weapons: Gyrojet Weapons | GYROJET WEAPONS skill applies to gyrojet pistols, gyrojet rifles, grenade rifles. grenade mortars and rocket launchers. |  |
 | Weapons: Melee Weapons | MELEE 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 Weapons | PROJECTILE WEAPONS skill applies to automatic pistols and rifles, bows, muskets, needler pistols and rifles, machine guns and recoilless rifles. |  |
 | Weapons: Thrown Weapons | THROWN WEAPONS skill applies to all grenades and thrown axes, knives and spears. |  |
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