Star Frontiers 2000

Document container for project design documents.

Section 1. Generating a Character

  The processes in this section are a revised method of character creation based on the Alpha Dawn and Zebulon’s Guide to Frontier Space methods. First, you generate and modify your  character’s ability scores. Then, based upon on the starting level of the campaign (Beginner, Intermediate, etc.), you determine the number of experience points you have along with your character’s starting wealth.

Ability Scores

 1. Roll d100 once for each ability pair (strength/stamina; dexterity/reaction speed; intuition/logic; personality/leadership).
Table 1. Ability Scores shows how to convert your d100 rolls to base scores for each ability pair.
Table 1.Ability Scores
 Roll
 01-10

11-20

21-35 36-55 56-70 71-8081-90  91-95 96-00
 Ability
Score
 30 35 40 45 50 55 60 65 70

  2. Decide your character’s race. Add or subtract the appropriate modifiers as specified by Table 2. Ability Modifiers.
Table 2. Ability Modifiers
Race STR/STA  DEX/RS INT/LOGPER/LDR 
 Dralasite +5 -5 - -
 Human - - - -
 Humma +10 - - -10
 Ifshnit -5 - +5 -
 Osakar +5 +5 - -10
 Saurian +10 -10 - -
 S'Sessu - - +10 -10
 Vrusk-5 +5  -
 Yazarian-10  +5 +5 -
 Zethra -5 +5 +5 -5

  3. Fill in your race special abilities if you have them.
  4. You can modify your base pair scores by subtracting points from one ability and adding them to the other ability in the base pair. No more than ten points per pair can be shifted this way.
  5. Divide your character’s Reaction Speed score by ten. If the result is a fraction, round it up. The final result is the character’s initiative modifier.
  6. Choose your handedness if you’re not a Vrusk (Vrusk are ambidextrous) or a Dralasite (although you must designate a “dominant” limb).
  7. Determine your punching score based on Table 3. Punching Scores.
Table 3. Punching Scores
 STR Score 1-20 21-4041-60  61-8081-100 
 Points of Damage 1 2 3 4 5

8. Determine your gender unless you are:
 ·  Osakar (who are always considered female),
 ·  Dralasite (who are female at one point, neuter at another, and male at another—choose which one you start at),
 ·  Zethra (who are hermaphroditic), or
 ·  Humma (who are female until they have their first child, then turn male until old age at which point they become neuter—choose which one you start at).

Experience Level

Experience Level

  The Star Frontiers rules sets (Alpha Dawn Basic and Expanded Rules Sets, Zebulon’s Guide rules) assume that a referee will be starting his campaign with relatively inexperienced PCs just beginning their careers on the Frontier.  While this was adequate when the Star Frontiers game was released, it provided little direction for longtime players and for referees designing experienced NPCs for their players to interact with.


  However, like its TSR relative, the original D&D game, Star Frontiers needs a system for measuring PC, NPC, and “monster” (i.e., animal or alien) strengths. In the D&D/AD&D system, this was accomplished by the interlocking systems of experience points, class levels, and monster hit dice (with other refinements not related to this discussion). Star Frontiers provided for experience points as a means of improving characters, but provided no counterparts to the other “legs” of the D&D/AD&D system when designing NPCs and encounters. This was partly due to systemic differences between Star Frontiers and AD&D (i.e., no XPs awarded for killing opponents or looting treasure) and differences between the fantasy and sci-fi genres themselves. Nonetheless, there is no reason why a consistent XP/NPC design system can’t be added to the Star Frontiers rules framework. Table 4. Character Tiers is such a system.

Table 4. Character Tiers

 Character Level  Experience Points EquivalentsStarting Money 
 Initial Character

 Creation

400 XPs to be used for

abilities, skills, & racial

abilities

Use normal AD/Zeb’s

creation methods

AD/Zeb’s method
 Beginner 400-460 XPs 0-60 XPs or 0-4

adventures completed

1d100 + 250 credits
 Intermediate 461-520 XPs 61-120 XPs or 4-8

adventures

2d100 + 1000 credits
 Advanced 521-580 XPs 121-180 XPs or 8-12

adventures

3d100 + 2000 credits
 Veteran 581+ total XPs 181+ XPs or 12+

adventures

4d100 + 3000 credits

  Referees starting a group of characters at a campaign level higher than Initial Character Creation can either use the 400 base XP used for ability scores or ignore it, requiring the players to roll for their actual ability scores. Any XP above 400 listed at each level (as indicated in the “equivalents” column) is the amount used for improving the ability scores, racial abilities, and learning skills.

  Beginning funds for characters is up to the individual referee, of course, but starting money guidelines are provided in the character creation table.

  Once your referee has informed you at what level of a campaign you’re starting at, you can then move on to picking a profession and skills. Skill costs in SF2000 are a combination of the AD and Zeb’s system with skill progression being slightly easier than in both systems due to the large volume of skills. See Table 5. Skill Costs for skill costs.
Table 5. Skill Costs
 Skill Level

XP Cost
(within PSAs)

XP Cost
(outside PSAs)
 1 1 2
 2 2 4
 3 3 6
 4 4 8
 5 5 10
 6 6 12

Section 2. Professions and Skills

  The revised skill system combines the Primary Skill Areas (PSA) from Alpha Dawn Expanded Rules with the Professions of Zebulon’s Guide. Professions describe the field of work a character engages in, while PSAs describe clusters of related skills for which a character has a certain knack or aptitude. There are four traditional professions (Enforcer, Techex, Explorer, Scispec) and several new professions and PSAs (Spacer, Mentalist, Administrator, Counselor, Investigator, Rogue). Each profession has three or four PSAs associated with it, representing skills that are typically associated with that profession.


  When creating characters, choose a profession and three PSAs. You can customize your character by choosing ANY
three PSAs: all three from the character’s profession, two from the profession and one from another, or all three from different professions. If your character has at least two PSAs from one profession, then he or she receives the automatic bonus skill associated with that profession. Otherwise, no bonus skill is awarded, and the character has no concrete profession to speak of.


  Characters start out with 20 XP instead of the 10 listed in Zebulon’s Guide. All skills listed within the character’s
three PSAs are available for learning at in-profession cost. All optional skills listed under each profession are available at in-profession cost at the referee’s discretion. All other skills are considered to be out-of-profession in terms of cost. See Table 5. Skill Costs for the cost scale.

Four Professions from Zebulon’s Guide

  Optional skills listed after each profession are presented here as guides for referees in determining likely professional areas that the optional skills detailed later in this document would pertain to. As always, using these skills and figuring out where they might fit into a campaign is at the referee’s own discretion.

Enforcer (Military in AD)

PSAs: Combat Specialist, Special Operations, Security Specialist

Automatic skill for choosing at least 2 Enforcer PSAs: Endurance

 Combat Specialist Special Operations  Security Specialist
Body Speak

Pumping Federanium

Running

Weapons: Beam Weapons

Weapons: Demolitions

Weapons: Grenades

Weapons: Martial Arts

Weapons: Melee Weapons

Weapons: Missiles

Weapons: P.G.S. Weapons

Weapons: Powered Assault Armor

Vehicles: Cars

 Body Speak

 Camouflage 

 Concealment

 Forgery: Forge 

 Vehicles: Aquatic

 Vehicles: Atmospheric

 Vehicles: Cars

 Vehicles: Cycles Security

 Weapons: Demolitions

 Weapons: Missiles

 Weapons: P.G.S. Weapons

 Weapons: Repair

 Body Speak

 Communication Devices: Operate

 Cryptography

 Forgery – Detect

 Law

 Photography

 Robotics: Activate/Deactivate

 Security Systems: Activate & Operate

 Security Systems: Deactivate

 Security Systems: Detect

 Security Systems: Open Locks

 Vehicles: Transports


Optional skills to consider: Ballistics, Blind-Fighting, Crossfire, Dirty Fighting, Interrogation, Investigation, Offhand firing, Style Analysis, Surveillance, Toxicology, Vehicles: Stunt Driving, Weapons: Mass Destruction

Techex (Technological in AD)

PSAs: Engineer, Roboticist, Technician

Automatic skill for choosing at least 2 Techex PSAs: Agility

 EngineerRoboticist  Technician
 Acoustics

 Chemistry

 Computers: Access & Operate

 Engineer: Alternate Energy

 Engineer: Architectural

 Engineer: Civil 

 Engineer: Hydraulic

 Engineer: Mechanical

 Engineer: Military 

 Engineer: Nuclear 

 Optics

 Physics 

 Computers: Access & Operate
 Robotics: Activate/Deactivate
 Robotics: Alter Functions
 Robotics: Alter Mission
 Robotics: Identification
 Robotics: List Functions
 Robotics: Modifications
 Robotics: Remove Security Locks
 Robotics: Repair
 Robotics: Robopsychologist
 Power Read
 Vehicles: Machinery
 Communication Devices: Operate
 Communication Devices: Repair
 Computers: Repair Mainframe
 Computers: Repair Bodycomp
 Computers: Repair Specialized
 Machinery: Operate
 Machinery: Repair
 Power Read
 Vehicles: Machinery
 Vehicles: Repair
 Vehicles: Transports
 Weapons: Repair

Optional Skills to consider: Astrophysics, Defenses: Repair, Engineer: Electrical, Mathematics, Matter Transferal Devices

Scispec (Biosocial in AD)

PSAs: Computer Specialist, Scientist, Physician

Automatic skill for choosing at least 2 Scispec PSAs: Intelligence

 Computer Specialist Scientist Physician
 Computers: Access & Operate
 Computers: Bypass Security
 Computers: Defeat Security
 Computers: Display Information
 Computers: Interface
 Computers: Program Manipulation
 Computers: Program Writing
 Computers: Program Bodycomp
 Computers: Repair Bodycomp
 Computers: Repair Mainframe
 Computers: Repair Specialized
 Power Read
 Acoustics 
 Biology 
 Bionics 
 Botany 
 Chemistry 
 Cybernetics 
 Exobiology 
 Forensic 
 Genetics 
 Optics 
 Physics 
 Zoology
 Medical Devices
 Medical Diagnosis
 Medical Treatment: Disease
 Medical Treatment: Infection
 Medical Treatment: Infestation
 Medical Treatment: Miscellaneous
 Medical Treatment: Poison
 Medicine Medical Treatment: Radiation
 Medical Treatment: Wounds I
 Medical Treatment: Wounds II
 Medical Treatment: Wounds III
 Medical Treatment: Wounds IV

Optional Skills to consider: Academics, Astronomy, Astrophysics, Cartography, Computers: Software Engineer, Mathematics, Personality Restructuring, Psychotherapy, Toxicology

Explorer (Biosocial in AD)

PSAs: Wilderness Expert, Diplomat, System Specialist

Automatic skill for choosing at least 2 Explorer PSAs: Charisma

 Wilderness Expert Diplomat System Specialist
 Analyze Animal Behavior 
 Animal Taming 
 Animal Training 
 Climbing 
 Find Directions 
 Making Items/Structures 
 Medical Treatment: Veterinary 
 Ride Mount 
 Stable Mounts 
 Stealth s 
 Survival 
 Tracking
 Appraisal 
 Bluff 
 Communication 
 Communication Devices: Operate 
 Dramatics 
 Disguise 
 Empathic Understanding 
 Haggling 
 Persuasion 
 Politics 
 Society
 Stealth
 Ecosystems
 Archaeology
 Biology
 Botany
 Empathic Understanding
 Gemology
 Genetics
 Geology
 Geophysics
 Psycho-Pathology
 Theology
 Zoology


  Optional Skills to consider: Academics, Alertness, Blind-Fighting, Cartograpy, Diplomacy, Dirty Fighting, Locale Familiarity, Silent Kill, Swimming, Surveillance, Underclass, Underwater Operations

General Category (Individual PSA)

Skill Name

Chef

Dramatics

Entertaining

Finance

Gemology

Photography

Politics

Power Read

Pumping Federanium

Society

Running

Theology


Optional skills to consider:
Academics, Acrobatics, Alertness, Escape Artistry, Etiquette, Fine Arts, Gambling, General Lore, Iron Will, Languages I, Languages II, Lip Reading, Locale Familiarity, Occult Knowledge, Off-Hand Firing, Pick Pockets, Recreation, Sensor Ops, SOSO, Stage Magic, Swimming, Trade, Underclass, Vehicles: Stunt Driving, Ventriloquism

Optional Profession : Mentalists

  Mentalist is an optional path for character creation that retains some of the original features from Zebulon’s Guide, but with some overhauling of the system. The major changes are outlined below:

  Characters must have 75 Logic or higher to create a Mentalist character. During character creation, Mentalists can choose all four Mentalist PSAs or two Mentalist PSAs and one outside PSA. Mentalists who choose the “2 Mentalist, 1 Outside PSA” method can still choose skills from the other two Mentalist PSAs but only at out-of
profession cost. Mentalists who choose the “all 4 Mentalist PSAs” method can choose skills outside the Mentalist PSA, but only at out-of-profession cost.

  Enlightened characters choose one PSA from the Mentalist profession and two PSAs from other areas. They can never learn any Mentalist skills from the other three Mentalist PSAs, but they can use XPs normally to pick skills and raise levels from their chosen Mentalist PSA. Enlightened characters, like Mentalists, must have a Logic score at character creation of 75 or higher.

  All other characters can never choose Mentalist skills.

PSA’s: Psychoenergist, Psychomaterialist, Empath, Telepath

Psychoenergist
(“Generator”) 
 Pyschomaterialist
("Manipulator")
 Empath
("Sensitive")
 Telepath
("Dominator")
 Channeling I 
 Channeling II 
 Cryokinesis 
 Electrascreen 
 Infrascreen 
 Levitation 
 Pyrokinesis 
 Static 
 Truesight 
 Density 
 Disruption 
 Heal Others 
 Heal Self 
 Heal Self Fully 
 Telekinesis 
 Telemanipulation 
 Teleportation: Limited 
 Teleportation: Unlimited 
 Trance I 
 Trance II
 Analysis I
 Analysis II 
 Clairaudience 
 Clairvoyance
 Empathy 
 File
 Telepathy: Aliens 
 Telepathy: Animalse
 Telepathy: Character 
 Timeread
 Beam
 Confusion
 Detection
 Fear
 Illusion
 Infatuation
 Link
 Paralyze
 Shield
 Suggestion
 Trap

(Note: the second name in parentheses is the slang term for such a specialist.)

Optional Profession: Spacer

Spacer (formerly Knight Hawks)

PSAs: Pilot, Engineer, Astrogator, Gunnery

Spacers can pick up to three of the four PSAs when choosing this profession. Automatic skill for choosing at least 2 Spacer PSAs: Adroitness

 Pilot Engineer
 Communication Devices: Operate
 Computers: Access & Operate
 Physics
 Sensor Ops
 SOSO
 Star Pilot I
 Star Pilot II
 Star Pilot III
 Star Pilot IV
 Star Pilot: Evasion
 Star Pilot: Increase Accuracy of FF Weapons
 Star Pilot: Increase Maneuver Rating
 Survival: Zero G
 Vehicles: Space
 Weightless Combat
 Computers: Access & Operate
 Engineer: Nuclear
 Engineer: Hydraulic
 Engineer: Mechanical
 Engineering: Damage Control
 Engineering: Ship Design
 Engineering: Stress Analysis
 Machinery: Operate
 Machinery: Repair
 Power Read
 Sensor Ops
 SOSO
 Survival: Zero G
 Vehicles: Space
 Weightless Combat


 Astrogator Gunnery
 Astrogation: Chart New Routes
 Astrogation: Find Location
 Astrogation: Plot Interstellar Jumps 
 Astrogation: Risk Jumping 
 Astronomy 
 Astrophysics 
 Communication Devices: Operate 
 Computers: Access and Operate 
 Computers: Display Information 
 Optics 
 Sensor Ops 
 SOSO 
 Survival: Zero-G 
 Weightless Combat
 Computers: Access & Operate
 Gunnery: Beam Weapons
 Gunnery: Rocket Weapons
 Gunnery: Selective Targeting
 Optics
 Physics
 Sensor Ops
 SOSO
 Survival: Zero-G
 Weapons: Missiles
 Weapons: PGS
 Weapons: Beam
 Weightless Combat
 Weapons: Mass Destruction

Optional Individual PSAs

  PSAs that are not associated with a profession are still valid categories of skills and are organized around themes (denoted by their titles). Characters may use any PSA as one of their three PSAs, but the following ones do not (in and of themselves) imbue the character with any automatic skills like professions do. Referees may use their discretion in allowing or modifying the PSAs offered here.

 Administrator  Counselor
 Analyze social system
 Analyze business system 
 Bluff 
 Communication 
 Diplomacy 
 Economics 
 Etiquette 
 Finance 
 Haggling 
 Management 
 Persuasion 
 Politics
 Academics (Mental Healthcare)
 Analyze Social Systems
 Empathic Understanding
 Hypnosis
 Medical Devices
 Medical Diagnosis
 Personality Restructuring
 Persuasion
 Psychopathology
 Psychotherapy
 Theology
 Robotics: Robopsychologist


 Investigator Rogue
  Ballistics
 Cryptography 
 Forensic Medicine 
 Forgery: Detect 
 Interrogation 
 Investigation 
 Law 
 Locale Familiarity 
 Security Systems: Activate & Operate 
 Surveillance 
 Toxicology 
 Weapons: PGS Weapons
 Appraisal
 Bluff
 Dirty Fighting
 Disguise
 Forgery: Detect & Perform
 Gambling
 Pick Pockets
 Security Systems: Activate & Operate
 Security Systems: Detect
 Stealth
 Underclass
 Weapons: Melee
 

Section 3. Library of Optional New Skills

  The skills listed in this section are completly new to Star Frontiers or are modified from the orginals.  Please reference the Alpha Dawn and Zebulons Guide books for the rest of the skill descriptions.
  All skills are listed in Section 4 with which book it can be found in.

Academics, Acrobatics, Adroitness, Alertness

Academics

(Brad McMillan)

Prerequisites: N/A

Description: 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

(Troy Terrell)

Prerequisites: None

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


Adroitness

(Albin Johnson)

Prerequisites: None (professional skill)

Description: This is the automatic skill for Spacers, essentially allowing them to operate efficiently in hypo-/hypergravity or acceleration situations. Spacer characters get an additional 7 points to be distributed between their Logic and Dexterity scores, reflecting the experience they gained studying sophisticated systems in a weightless environment.


Alertness

(Brad McMillan)

Prerequisites: N/A

Description: 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, Analyze Social System, Astronomy, Astrophysics

Analyze Business System

(Roy Crisman)

Prerequisites: N/A
Description: 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

(Roy Crisman)

Prerequisites: N/A
Description: 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.

Astronomy
(SF module 2010)
Prerequisites: Optics 1, Astrophysics 1, Mathematics 1, Physics 2
Description: 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
(Roy Crisman)
Prerequisites: Physics 2
Description: 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.

Astrogation: Chart New Routes, Find Location, Plot Interstellar Jumps, Risk Jumping

Astrogation: Chart New Routes
(Albin Johnson/Tim Carrier)
Prerequisites: Astrogation: Plot Interstellar Jumps
Description: see Knight Hawks.

Astrogation: Find Location
(Albin Johnson/Tim Carrier)
Prerequisites: Computers: Access and Operate 1, Optics 1, Physics 1
Description: see Knight Hawks.

Astrogation: Plot Interstellar Jumps
(Albin Johnson/Tim Carrier)
Prerequisites: Astrogation: Find Location
Description: see Knight Hawks.

Astrogation: Risk Jumping
(Albin Johnson/Tim Carrier)
Prerequisites: Astrogation: Plot Interstellar Jumps
Description: see Knights Hawks.

Ballistics, Blind-Fighting, Cartography, Computers: Software Engineer

Ballistics
(Brad McMillan)
Prerequisites: N/A
Description:
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
(Brad McMillan)
Prerequisites: Weapons: Melee Weapons or Weapons: Martial Arts
Description: 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.

Cartography
(Troy Terrell)
Prerequisites: None
Description: 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 herpossession; 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.

Computers: Software Engineer
(Clark Valentine)
Prerequisites: Computers: Access & Operate, Computers: Display Information, Computers: Program Manipulation,
proper materials, tools (robcomkit), and facilities
Description: 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.)

Crossfire, Defenses: Repair, Diplomacy, Dirty Fighting, Economics

Crossfire
(Roy Crisman)
Prerequisites: Weapons skill of the type being used, proper set up of enemies, missing shots.
Description: This skill gives the character a chance to cause opponents to hit each other with shots fired at the character which miss.

Defenses: Repair
(Troy Terrell)
Prerequisites: None
Description: 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.

Diplomacy
(Brad McMillan)
Prerequisites: Persuasion 1, Politics 1
Description: 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).

Dirty Fighting
(Brad McMillan)
Prerequisites: Weapons: Melee or Weapons: Martial Arts
Description: The character skilled in dirty fighting is a master of street fighting. At the beginning of combat, the character can make a skill check against his dirty fighting ability to see if he can gain an advantage in combat. If the check is successful, the character gets the “attacker advantaged” bonus (+10%) for the duration of combat. It should be noted that some cultures or individuals consider dirty fighting to be cowardly or even taboo. In those situations, characters employing dirty fighting may find themselves being targeted in favor of other targets in combat.

Economics
(Roy Crisman)
Prerequisites: N/A
Description: 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.

Engineer skills: Damage Control, Electrical, Ship Design, Stress Analysis

Engineer: Damage Control
(Albin Johnson/Tim Carrier)
Prerequisites: Engineering: Mechanical 1, Engineering: Nuclear 1, Machinery: Operate 1, Machinery: Repair 1
Description: See Knight Hawks. In addition to explicit Knight Hawks rules, Damage Control allows an Engineer to affect every sort of repair to a damaged or malfunctioning system onboard a ship. This could be as minor as restoring lighting or power to a section of the ship, or as major as patching hull-breaches, repairing radiation leaks, and overhauling engines.

Engineer: Electrical
(Clark Valentine)
Prerequisites: Physics level 2, proper materials, tools, and facilities
Description: 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 the skills: Computes: Software Engineer, the various Security Systems skills, Computers: Interface, the Robotics skills, Optics, etc.

Engineer: Ship Design
(Albin Johnson/Tim Carrier)
Prerequisites: Engineer: Hydraulic, Engineer: Mechanical, Engineer: Nuclear, Physics 1
Description: see Knight Hawks.

Engineer: Stress Analysis
(Albin Johnson/Tim Carrier)
Prerequisites: Engineer: Damage Control
Description: See Knight Hawks. In addition to the explicit Knight Hawks rules, Stress Analysis allows an Engineer to inspect a specific system of a ship and make an assessment of its chances of malfunctioning in the near future. This may be done following combat or just as a routine inspection. It cannot be done during combat. Minor systems take 1 hour to inspect, after which the roll is made; major systems take 1d10 hours. This subskill also covers the ability described in Knight Hawks pg. 13, in which an engineer can detect when an engine is about to fail from not being overhauled, and can do so in time to shut it down.

Escape Artistry, Etiquette, Fine Arts, Gambling, General Lore

Escape Artistry
(Troy Terrell)
Prerequisites: None
Description: 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
(Brad McMillan)
Prerequisites: N/A
Description: 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.

Fine Arts
(Brad McMillan)
Prerequisites: N/A
Description: 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.

Gambling
(Brad McMillan)
Prerequisites: N/A
Description: 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
(Roy Crisman)
Prerequisites: 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).

Gunnery: Beam Weapons, Gunnery: Rocket Weapons, Gunnery: Selective Targeting

Gunnery: Beam Weapons
(Albin Johnson/Tim Carrier)
Prerequisites: Weapons: Beam 4
Description: See Knight Hawks. This skill subsumes “improve accuracy” and “selective targeting” under it. The skill chance (-5% x SL added to combat charts) assumes the “improve accuracy” component of this skill. Selective targeting subtracts -30% from the attack roll as per the skill description in Knight Hawks.

Gunnery: Rocket Weapons
(Albin Johnson/Tim Carrier)
Prerequisites: Weapons: Missiles 4
Description: See Knight Hawks. This skill subsumes “improve accuracy” and “selective targeting” under it. The skill chance (-5% x SL added to combat charts) assumes the “improve accuracy” component of this skill. Selective targeting subtracts -30% from the attack roll as per the skill description in Knight Hawks.

Gunnery: Selective Targeting
(Brad McMillan)
Prerequisites: Gunnery: Beam Weapons or Gunnery: Rocket Weapons
Description: See Knight Hawks. This skill must be purchased separately for Gunnery: Beam Weapons and Gunnery: Rocket Weapons.

Interrogation, Investigation, Iron Will, Languages I

Interrogation
(Brad McMillan/Albin Johnson)
Prerequisites: N/A
Description: 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 ½ 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
(Clark Valentine)
Prerequisites: Law and Analyze Social Situation
Description: 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, id 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 playing Taanik 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
(Brad McMillan)
Prerequisites: N/A
Description: 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
(Brad McMillan)
Prerequisites: N/A
Description: 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, though. 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

Languages II
(Roy Crisman)
Prerequisites: N/A
Description: 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
 LevelCost  ComprehensionNotes 
 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 Pangal, 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

Lip Reading, Locale Familiarity, Management, Mathematics, Occult Knowledge

Lip Reading
(Brad McMillan)
Prerequisites: understanding of the language being spoken
Description: 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.

Locale Familiarity
(Brad McMillan)
Prerequisites: N/A
Description: Characters who purchase this skill are versed in the geography, local politics, local customs, etc. of any area that they choose to specialize in (a city, culture, planet, system, etc.). The more limited the scope of the locale, the more intimately familiar the character is with the area (including individuals). The broader the area, the more generalized the knowledge.

Management
(Roy Crisman)
Prerequisites: N/A
Description: 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.

Mathematics
(Roy Crisman)
Prerequisites: N/A
Description: This skill allows a character to understand and use complex mathematics.

Occult Knowledge
(Brad McMillan)
Prerequisites: N/A
Description: 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.

Off-hand firing, Recreation, Personality Restructuring, Pick Pockets, Psychotherapy

Off-hand firing
(Brad McMillan)
Prerequisites: N/A
Description: Characters who purchase this skill ignore the penalties for using their non-primary hand in combat.

Recreation
(Brad McMillan)
Prerequisites: N/A
Description: This skill is identical to the Entertaining skill outlined in Zebulon’s Guide, except it relates to indoor and outdoor recreational activities (billiards, table tennis, skiing, surfing, boating, skydiving, etc.).

Personality Restructuring
(Brad McMillan)
Prerequisites: Psychopathology 2, Psychotherapy 2, Interrogation 1, Hypnosis 2
Description: 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

Pick Pockets
(Brad McMillan)
Prerequisites: N/A
Description: 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 98-00, 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).

Psychotherapy
(Brad McMillan)
Prerequisites: Psychopathology 1
Description: 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.

Sensor Ops, Ship Onboard Systems Operations (SOSO), Silent Kill, Stage Magic

Sensor Ops
(Albin Johnson)
Prerequisites: Computers: Access and Operate 1
Description: A good skill to develop for non-spacers. Any character with this skill can read a ship’s sensor readouts and be able to learn basic information about what is going on in or around the ship. Characters with certain skills can also use the ship’s sensors to retrieve useful information pertinent to their area of knowledge. Specifically, engineers would be able to learn information on nearby ships, scispecs with the Geophysics skill could study a planet, astronomers could study stars, and so forth. This skill is required for characters trying to interpret information from atmoprobes and landing drones as described in Knight Hawks on page 22.

Ship Onboard Systems Operations (SOSO)
(Albin Johnson)
Prerequisites: Computers: Access & Operate 1, proper tools
Description: This skill introduces even the most inexperienced characters to the rudimentary operations aboard space vessels. With this skill a character can read a computerized analysis scanner attached to the life support system (c.a.s. panel), cycle an airlock, operate airlock hatches and pressure doors, use an intercom system, properly use a personnel rescue bubble in the event of ship decompression, and perform emergency repairs on damaged systems so as to control the damage until an engineer can properly repair it. This may include closing off a broken pipe, putting out a fire, or switching off power to an area to prevent further damage. The referee should decide which repairs are simple enough to be within reach of this skill, and what further modifiers to apply. Jury-rigged repairs like this have a noncumulative 25% chance of breaking down each day, just like a yellow roll on the Standard Repair Rule. The necessary tools for the repairs are still required.
  Another benefit of the SOSO skill is a general knowledge of the layout of space vessels and stations. Characters with this skill are familiar with the living/comfort aspects of starships. This skill is particularly useful in navigating unfamiliar spaceships/stations, ascertaining the location of rooms, holds, stores, and operations of key subsystems of a ship, including food processing, water recyclers, atmospheric scrubbers, etc. Once a character has toured a single ship or station, he does not need to roll for this skill when revisiting it. A negative modifier should be used on alien vessels, the degree of the modifier depending how alien the vessel is to the character. Veteran spacers often refer to newcomers as “SOSOs,” a moniker derived from this skill and referring to the newcomer’s inexperience around the space environment. For those tourists who take this skill alone and depend on it to cover all the circumstances in a space vessel, accidents frequently happen. It is not an exhaustive source of knowledge, although it is a staple skill for all rising spacers.

Silent Kill
(Brad McMillan)
Prerequisites: Weapons: Melee or Weapons: Martial Arts
Description: 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.).

Stage Magic
(Brad McMillan)
Prerequisites: N/A
Description: 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).

Star Pilot Related Skills

Star Pilot 1
(Albin Johnson/Tim Carrier)
Prerequisites: Computers: Access & Operate 1, Vehicles: Atmospheric 3
Description: This skill enables a Star Pilot to fly any spacecraft of hull size 3 or smaller. Excelling in this skill means the pilot is adept at maneuvering smaller, faster vessels as well as leaving and re-entering an atmosphere. Other skills include docking and refueling the ship. Ships that can operate within an atmosphere are controlled using the Vehicles: Atmospheric skill when in an atmosphere. Many Star Pilots specialize in this skill to become crack fighter pilots or operate smaller commercial or smuggling ships. The Star Piloting skills cover the expertise of operating a space vessel in complex maneuvers including docking, landing, and take-off from planets (not including flying the vessel as an atmospheric craft), acceleration and deceleration, orbiting, evading missile fire, improving accuracy of forward-firing weapons, and improving the MR of a space-vessel in a Zero-G environment. By dividing the separate skills into the operation of progressive hull sizes, pilots could become very adept at flying a huge capital ship, which doubtless involves its own distinct considerations, but have little experience piloting a snub-fighter and vice-versa.

Star Pilot 2 (4-8)
(Albin Johnson/Tim Carrier)
Prerequisites: Star Pilot 1
Description: This skill specializes in the techniques necessary for piloting space craft with hull sizes ranging from 4 to 8. Excelling in this skill means the pilot is adept at maneuvering larger ships like frigates and destroyers.

Star Pilot 3 (Hull size 9-12)
(Albin Johnson/Tim Carrier)
Prerequisites: Star Pilot 2
Description: This skill specializes in the techniques necessary for piloting space craft with hull sizes ranging from 9 to 12. Other skills include docking and refueling the ship. Excelling in this skill means the pilot is adept at maneuvering even larger ships like assault transports and spaceliners.

Star Pilot 4 (Hull size 13+)
(Albin Johnson/Tim Carrier)
Prerequisites: Star Pilot 3
Description: This skill specializes in the techniques necessary for piloting spacecraft of hull size 13 or larger. Other skills include docking and refueling the ship. Characters at this level could become very adept at flying a huge capital ship, which doubtless involves its own distinct considerations.

Star Pilot : Evasion
(Albin Johnson/Tim Carrier)
Prerequisites: Star Pilot 1
Description: see Knight Hawks. This skill need only be purchased once for use on any starship the pilot has expertise in flying.

Star Pilot: Increase Accuracy of Forward Firing Weapons
(Albin Johnson/Tim Carrier)
Prerequisites: Star Pilot 1
Description: see Knight Hawks. This skill need only be purchased once for use on any starship the pilot has expertise in flying.

Star Pilot: Increase Maneuver Rating

(Albin Johnson/Tim Carrier)
Prerequisites: Star Pilot 1
Description: see Knight Hawks. This skill need only be purchased once for use on any starship the pilot has expertise in flying.

Style Analysis, Swimming, Surveillance, Trade, Toxicology

Style Analysis
(Brad McMillan)
Prerequisites: Weapons: Melee Weapons or Weapons: Martial Arts
Description: 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.

Swimming
(Brad McMillan)
Prerequisites: None
Description: 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.

Surveillance
(Brad McMillan)
Prerequisites: N/A
Description: 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.

Trade
(Troy Terrell)
Prerequisites: None (Varies)
Description: This skill encompasses all of the various supporting professions that one can expect to find in civilized society. ‘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).

Toxicology
(Roy Crisman)
Prerequisites: Biology 1, Chemistry 1
Description: 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.

Underclass, Underwater Operations, Vehicles: Space, Vehicles: Stunt Driving, Ventriloquism

Underclass
(Brad McMillan)
Prerequisites: N/A
Description: 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.

Underwater Operations
(Troy Terrell/Albin Johnson)
Prerequisites: Swimming
Description: A character with this skill can opperate & 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).

Vehicles: Space
(Tim Carrier)
Prerequisites: Vehicles: Machine, Machinery: Operate (for cargo arms)
Description: 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.

Vehicles: Stunt Driving
(Brad McMillan)
Prerequisites: any Vehicle skill
Description: 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.

Ventriloquism
(Brad McMillan)
Prerequisites: N/A
Description: 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.

Weapons: Mass Destruction ,Weightless Combat

Weapons: Mass Destruction
(Brad McMillan)
Prerequisites: Computers: Access & Operate 1; Missiles 1; Beam Weapons 1; Demolitions 1; PGS Weapons 1; Security Systems: Deactivate 1
Description: 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.

Weightless Combat
(Roy Crisman)
Prerequisites: N/A
Description: 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-gee 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.

Section 4. Comprehensive Reference List for All Skills

Reference Lists

Table 7. Canon Skills

Table 7. Canon Skills

Skill NameAttributeSource
Acoustics½ Log +10% per levelZG
Agilityprofessional (Dex/RS)ZG
Analyze Animal Behavior½ Int +10% per levelZG
Analyze Ecosystems½ Log + 10% per levelZG
Animal Taming½ Sta + 10% per levelZG
Animal Training½ Log/Int + 10% per levelZG
Appraisal½ Int + 10% per levelZG
Archaeology½ Log/Int + 10% per levelZG
Biology½ Log + 10% per levelZG
Bionics½ Log + 10% per levelZG
Bluff½ Per/Ldr +10% per levelZG
Body Speak100% (Log)ZG
Botany½ Log + 10% per levelZG
Camouflage½ Dex + 10% per levelZG
Charismaprofessional (Per/Ldr)ZG
Chefautomatic (Log/Int)ZG
Chemistry½ Log + 10% per levelZG
Climbingautomatic (Str or Dex)ZG
Communication½ Log/Int + 10% per levelZG
Communication Devices: Operate½ Log + 10% per levelZG
Communication Devices: Repair½ Log or Dex + 10% per levelZG
Computers: Access & Operate½ Log + 10% per level (-10% per COML)ZG
Computers: Bypass Security½ Int or Dex (manual) + 10% per level (-10% per MXPL)ZG
Computers: Defeat Security½ Log + 10% per level (-10% per MXPL)ZG
Computers: Display Information½ Log + 10% per level (-10% per COML)ZG
Computers: Interface½ Log + 10% per level (-10% per COML)ZG
Computers: Program Bodycomp½ Log + 10% per levelZG
Computers: Program Manipulation½ Log + 10% per level (-10% per MXPL)ZG
Computers: Program Writingspecial (Log)ZG
Computers: Repair Bodycomp½ Log or Dex + 10% per levelZG
Computers: Repair Mainframe½ Log or Dex + 10% per level (-10% per COML)ZG
Computers: Repair Specialized½ Log or Dex + 10% per levelZG
Concealment100% or ½ Dex +10% per levelZG
Cryptography½ Log + 10% per levelZG
Cybernetics½ Log + 10% per levelZG
Disguise½ Per +10% per levelZG
Dramatics½ Per +10% per levelZG
Empathic Understanding½ Int +10% per levelZG
Enduranceprofessional (Str/Sta)ZG
Engineer: Alternate Energy½ Log + 10% per levelZG
Engineer: Architectural½ Log + 10% per levelZG
Engineer: Civil½ Log + 10% per levelZG
Engineer: Hydraulic½ Log + 10% per levelZG
Engineer: Mechanical½ Log + 10% per levelZG
Engineer: Military½ Log + 10% per levelZG
Engineer: Nuclear½ Log + 10% per levelZG
Entertainingspecial (Per)ZG
Exobiology½ Log + 10% per levelZG
Finance½ Log + 10% per levelZG
Find Direction½ Log/Int +10% per levelZG
Forensic Medicine100% or ½ Log +10% per levelZG
Forgery: Detect½ Int +10% per levelZG
Forgery: Perform½ Dex +10% per levelZG
Gemology½ Log + 10% per levelZG
Genetics½ Log + 10% per levelZG
Geology½ Log + 10% per levelZG
Geophysics½ Log + 10% per levelZG
Haggling½ Per +10% per levelZG
Hypnosis½ Per +10% per levelZG
Intelligenceprofessional (Log/Int)ZG
Law½ Log + 10% per levelZG
Machinery: Operate½ Log + 10% per levelZG
Machinery: Repair½ Log or Dex + 10% per levelZG
Making Items/Structuresautomatic (Log)ZG
Matter Transferal Devices½ Log + 10% per levelZG
Medical Devices½ Log + 10% per levelZG
Medical Diagnosis½ Log/Int + 10% per levelZG
Medical Treatment: Disease½ Log/Int + 10% per levelZG
Medical Treatment: Infection½ Log/Int + 10% per levelZG
Medical Treatment: Infestation½ Log/Int + 10% per levelZG
Medical Treatment: Miscellaneousautomatic (Log/Int)ZG
Medical Treatment: Poison½ Log/Int + 10% per levelZG
Medical Treatment: Radiation½ Log/Int + 10% per levelZG
Medical Treatment: Veterinary100% (Log/Int)ZG
Medical Treatment: Wounds I100% (Log/Int)ZG
Medical Treatment: Wounds II½ Dex + 10% per levelZG
Medical Treatment: Wounds II½ Dex + 10% per levelZG
Medical Treatment: Wounds IV½ Dex + 10% per levelZG
Optics½ Log + 10% per levelZG
Persuasion½ Per/Ldr +10% per levelZG
Photography½ Int +10% per levelZG
Physics½ Log +10% per levelZG
Politics½ Ldr +10% per levelZG
Power Readautomatic (Log)ZG
Psychopathology½ Log/Int +10% per levelZG
Pumping Federaniumautomatic (Str)ZG
Ride Mount100% (RS)ZG
Robotics: Activate/Deactivateautomatic (Log)ZG
Robotics: Alter Functions½ Log + 10% per level (-10% per ROBL)ZG
Robotics: Alter Mission½ Log + 10% per level (-10% per ROBL)ZG
Robotics: Identification100% -10% per ROBL (Log)ZG
Robotics: List Functions½ Log + 10% per level (-10% per ROBL)ZG
Robotics: Modifications½ Dex + 10% per level (-10% per ROBM)ZG
Robotics: Remove Security Locks½ Dex + 10% per level (-10% per ROBL)ZG
Robotics: Repair½ Dex + 10% per level (-10% per ROBL)ZG
Robotics: Robopsychologist½ Int +10% per levelZG
Runningautomatic (Sta)ZG
Security Systems: Activate and Operate½ Log + 10% per levelZG
Security Systems: Deactivate½ Int + 10% per level (-10% per SECL)ZG
Security Systems: Detect½ Int + 10% per level (-10% per SECL)ZG
Security Systems: Open Locks½ Log or Dex + 10% per level (-10% per LOKL)ZG
Society½ Per/Ldr +10% per levelZG
Stable Mountsautomatic (Dex or Log)ZG
Stealth½ Dex/RS +10% per levelZG
Survival½ Int or Sta +10% per levelZG
Theology½ Log + 10% per levelZG
Tracking½ Int +10% per levelZG
Vehicles: Aquatic100% (RS)ZG
Vehicles: Atmospheric100% (RS)ZG
Vehicles: Cars100% (RS)ZG
Vehicles: Cycles100% (RS)ZG
Vehicles: Machinery½ RS + 10% per levelZG
Vehicles: Repair½ Dex + 10% per levelZG
Vehicles: Transports100% (RS)ZG
Weapons: Beam Weapons½ Dex + 10% per levelZG
Weapons: Demolitions½ Dex + 10% per levelZG
Weapons: Grenades½ Dex + 10% per levelZG
Weapons: Martial Arts½ Dex (or Str) + 10% per levelZG
Weapons: Melee Weapons½ Dex (or Str) + 10% per levelZG
Weapons: Missiles½ Dex + 10% per levelZG
Weapons: P.G.S. Weapons½ Dex + 10% per levelZG
Weapons: Powered Assault Armor100% (Dex )ZG
Weapons: Repair½ Dex + 10% per levelZG
Zoology½ Log + 10% per levelZG

Table 8. Mentalist Skills

Table 8. Mentalist Skills

Skill NameAttributeSource
Mentalist: Analysis I½ Log/Int + 10% per levelZG
Mentalist: Analysis II½ Log/Int + 10% per levelZG
Mentalist: Beam½ Log + 10% per levelZG
Mentalist: Channeling I½ Log/Int + 10% per levelZG
Mentalist: Channeling II½ Log/Int + 10% per levelZG
Mentalist: Clairaudience½ Log/Int + 10% per levelZG
Mentalist: Clairvoyance½ Log/Int + 10% per levelZG
Mentalist: Confusion½ Ldr + 10% per levelZG
Mentalist: Cryokinesis½ Sta + 10% per levelZG
Mentalist: Density½ Sta + 10% per levelZG
Mentalist: Detection½ Log/Int + 10% per levelZG
Mentalist: Disruption½ Sta + 10% per levelZG
Mentalist: Electrascreen½ Log or Sta + 10% per levelZG
Mentalist: Empathy½ Log/Int + 10% per levelZG
Mentalist: Fear½ Ldr + 10% per levelZG
Mentalist: File100% (Log)ZG
Mentalist: Heal Others100% (Sta)ZG
Mentalist: Heal Self100% (Sta)ZG
Mentalist: Heal Self Fully½ Sta + 10% per levelZG
Mentalist: Illusion½ Ldr + 10% per levelZG
Mentalist: Infatuation½ Per + 10% per levelZG
Mentalist: Infrascreen½ Log or Sta + 10% per levelZG
Mentalist: Levitation100% (Sta)ZG
Mentalist: Link½ Log + 10% per levelZG
Mentalist: Paralyze½ Sta + 10% per levelZG
Mentalist: Pyrokinesis½ Sta + 10% per levelZG
Mentalist: Shieldautomatic (Log or Sta)ZG
Mentalist: Static½ Log + 10% per levelZG
Mentalist: Suggestion½ Ldr + 10% per levelZG
Mentalist: Telekinesis½ Log or Sta + 10% per levelZG
Mentalist: Telemanipulation½ Log or Sta + 10% per levelZG
Mentalist: Telepathy (Aliens)½ Log/Int + 10% per levelZG
Mentalist: Telepathy (Animals)100% (Log/Int)ZG
Mentalist: Telepathy (Characters)100% or ½ Log/Int + 10% per levelZG
Mentalist: Teleporation (Limited)½ Log or Sta + 10% per levelZG
Mentalist: Teleporation (Unlimited)½ Log or Sta + 10% per levelZG
Mentalist: Timeread½ Log + 10% per levelZG
Mentalist: Trance I½ Log or Sta + 10% per levelZG
Mentalist: Trance II½ Log or Sta + 10% per levelZG
Mentalist: Trap100% (Log)ZG
Mentalist: Truesight½ Log/Int + 10% per levelZG

Table 9. Knight Hawks Skills in SF2000

Table 9. Knight Hawks Skills in SF2000

Skill NameAttributeSource

Astrogation: Chart New Routes

Log + 10% x SL - 5% x light years

KH

Astrogation: Find Location

½ Log + 10% per level

KH

Astrogation: Plot Interstellar Jumps

100% (see KH) (Log)

KH

Astrogation: Risk Jumping

1/2 Int + 5% x SL + 10% per hour

KH

Star Pilot: Pilot 1

½ RS + 10% per level

New

Star Pilot: Pilot 2

½ RS + 10% per level

New

Star Pilot: Pilot 3

½ RS + 10% per level

New

Star Pilot: Pilot 4

½ RS + 10% per level

New

Star Pilot: Evasion

- 3% x SL from ship's chance of being hit

KH

Star Pilot: Improve Accuracy of Forward Firing Weapons

+5% x SL

KH

Star Pilot: Increase Maneuver Rating

10% x SL

KH

Gunnery: Rocket Weapons

+5% x SL added to KH Combat Table %'s

KH

Gunnery: Beam Weapons

+5% x SL added to KH Combat Table %'s

KH

Gunnery: Selective Targeting

-30% to hit

KH

Engineering: Ship Design

100% (Log)

KH

Engineering: Damage Control

½ Int + 10% per level

KH

Engineering: Stress Analysis

-5% x SL (to ship's breakup %); trouble-shooting/detecting failing engine:Log/Int  + 10% x SL

KH

Table 10. Optional Skills in SF2000

Table 10. Optional Skills in SF2000


Skill NameAttributeSource
Academics½ Log + 10% per levelNew
Acrobatics½ Dex/RS + 10% per levelNew
Adroitnessprofessional (Log and Dex)New
Alertnessautomatic (Int)New
Analyze Business Setting½ Log + 10% per levelNew
Analyze Social System½ Log + 10% per levelNew
Astronomy½ Log + 10% per levelNew
Astrophysics½ Log + 10% per levelNew
Ballistics½ Log +10% per levelNew
Blind-Fightingautomatic (Int or RS)New
Cartography½ Log +10% per levelNew
Computers: Software Engineeringspecial (Log)New
Crossfire½ RS + 10% per levelNew
Defenses: Repair½ Dex +10% per levelNew
Diplomacy½ Per/Ldr +10% per levelNew
Dirty Fighting½ Dex or Str +10% per levelNew
Economics½ Log +10% per levelNew
Engineer: Electrical½ Log +10% per levelNew
Escape Artistry½ Dex +10% per levelNew
Etiquetteautomatic (Log or Per)New
Fine Artsspecial (Int)New
Gambling½ Int + 10% per levelNew
General Lore½ Log +10% per levelNew
Interrogation½ Per/Ldr +10% per levelNew
Investigation½ Log or Int +10% per levelNew
Iron Willautomatic (Sta)New
Languages I½ Log + 10% per levelNew
Languages IIsee skills sectionNew
Lip Reading½ Log + 10% per levelNew
Locale Familiarityspecial (Log)New
Management½ Per/Ldr +10% per levelNew
Mathematics½ Log + 10% per levelNew
Occult Knowledge½ Log/Int + 10% per levelNew
Off-hand firingautomatic (Dex)New
Personality Restructuring½ Log/Int + 10% per levelNew
Pick Pockets½ Dex +10% per levelNew
Psychotherapy½ Log/Int +10% per levelNew
Recreationautomatic (Dex)New
Sensor Opsautomatic (Log)New
Ship Onboard Systems Operation (SOSO)10% x SL for ship/ station orientation (1/2 Log + 10% x SL for repair)New
Silent Killspecial (Str or Dex) New
Stage Magic½ Dex/RS +10% per levelNew
Style Analysis½ Log/Int +10% per levelNew
Swimming½ Dex +10% per levelNew
Surveillance½ Log + 10% per levelNew
Survival: Zero G½ Int or Sta +10% per levelNew
TradeVariesNew
Toxicology½ Log + 10% per levelNew
Underclass½ Per/Ldr +10% per levelNew
Underwater Operations½ Dex +10% per levelNew
Vehicles: Space100% (Dex)New
Vehicles: Stunt Driving½ Dex + 10% per levelNew
Ventriloquism½ Dex + 10% per levelNew
Weapons: Mass Destruction½ Dex (or Log)+ 10% per level (-10% per SECL for disarming)New
Weightless Combatspecial (Dex)New