Skills


There are 13 different skills that a player character can learn. These 13 skills are organized into three Primary Skill Areas (PSAs): Military, Technological and Biosocial.

SkillsMilitary skills deal with combat. There are seven different Military skills: Beam Weapons, Demolitions, Gyrojet Weapons, Martial Arts, Melee Weapons, Projectile Weapons and Thrown Weapons. The Characters section goes into detail on each of these. The referee may allow the player to add +10 per level in this skill to any ability check dealing with military operations and red tape.

Technological skills deal with various types of machines. There are three different Technological skills: Computer skill, Robotics and Technician. The Characters section goes into detail on each of these. The referee may allow the player to add +10 per level in this skill to any ability check dealing with technology.

Biosocial skills deal with the intelligent races and their surroundings. There are three different Biosocial skills: Environmental, Medical and Psycho- Social. The Characters section goes into detail on each of these. The referee may allow the player to add +10 per level in this skill to any ability check dealing with biology, health, fitness, and social interaction.



At the start of the game, each player must choose one Primary Skill Area as his character’s career. This will never change. The player then chooses two skills for his character. One skill must be from the character's PSA, but the other can be from any PSA. The character starts with Level 1 experience in both skills. More information, and a step-by-step example, can be found in the Characters section.

As a character adventures and succeeds in his missions, he will be awarded experience points that his player may then use to purchase additional skills or to improve ability scores.



In the Characters section you will find details on specific applications of each of the thirteen skills. Each skill encompasses several sub-skills, each of which will have a score that increases with level. Skill checks work just like ability checks: roll d100 and try to roll less than or equal to the skill’s chance to succeed.



Players can choose to make their characters members of one of four races: Human, Dralasite, Vrusk or Yazirian. These are described in greater detail in the Characters section.

SkillsHumans are similar to Earthmen, but these Humans developed on another planet closer to the center of the galaxy. Humans are considered the average characters in STAR FRONTIERS games, so their abilities are not modified when the character is created.

Dralasites are rubbery, elastic aliens sometimes called "blobs." They can change their shape at will creating as many artificial arms and legs (pseudopods) as they need at the moment. They are stronger than Humans, but are also slower. They enjoy philosophical debates and have a very strange sense of humor; they love telling old jokes and puns they hear from Humans.

Vrusk
look like large insects, and are sometimes called "bugs." They are quicker than Humans, but are not as strong. Vrusk are excellent businessmen and merchants. They love art, beauty and music.

Yazirians are tall, light-boned humanoids with furry manes around their necks. Humans nicknamed them "monkeys" because they look a little like chimpanzees. Thin membranes that stretch between their arms, torso and legs allowed Yazirians to glide between the trees on their native planet. They are generally smarter and quicker than the other races, but are not as strong. Their eyes are very sensitive to light, so they usually wear dark goggles during the day. Yazirians were very warlike in the past, and are still considered pushy and aggressive by other races.



Each of the non-human races have special abilities that cannot be defined by the standard eight abilities and thirteen skills. These abilities are explained in detail in the Characters section.

Some of the special race abilities possess a score, expressed as a percent. Characters attempting to invoke their special ability simply roll d100 and must roll less than or equal to their listed chance of success. Note that these special race abilities can be increased through character development, and can be assessed bonuses and penalties based on situational modifiers just like making any other ability check or skill check.