Part:3 --- SKILLS

 

PART 3: SKILLS  

 

A skill is an area of expertise, a particular ability earned by study or training, or professional discipline. Each skill has its own special set of useful actions. When the skill is utilized, the character has a certain chance of success based on personal abilities or a base chance for the skill itself, plus a bonus depending on the skill level. As characters increase in level the number and type of skills, they become more viable and self-sufficient.  

 

Each skill is divided into subskills. Subskills define exactly what types of things a skill lets a character do. For example, the Demolitions skill has two subskills: set charges and defuse charges. This means a character with the Demolitions skill can set and defuse explosive charges according to the rules listed under those subskills. When a character learns a skill, he automatically learns all of its subskills. 

 

Success Rates 

 

Each subskill has a success rate. The success rate consists of a basic chance to succeed, plus modifiers for the character's skill level. If the success rate for a subskill is "16 + skill level," then the character's chance to use the subskill successfully is attained by rolling a 16 or greater on d20 with a bonus of plus (2 x skill level). Some success rates have a second modifier, such as "14 + skill level - robot level." A character's chance to use this subskill successfully is rolling 14 or higher on d20 plus (2 x his skill level), minus (2 x the level of the robot he is working on). 

 

In many instances if a character who cannot talk or use hand motions for any reason (such as being bound or gagged) they cannot use a skill. Sometimes the victim of a skill used for attack may avoid or lessen its effects by making a saving throw. A saving throw represents the victim's ability to avoid or resist the worst effects of an incident by skill, luck, or reflexes. See SAVING THROWS (page B26) for more information. The victim of such a skill may only "save" (make a saving throw) if the skill description permits a saving throw to be made. If a character "saves", that character either takes ½ the given damage, or the skill has no effect, as listed in the skill description. Some skills (such as military skills) have a given range and duration. Range refers to how far, in feet (10' = ten feet) the skill may be utilized. A skill may be used to any distance up to its range. ("Range: 0" means that the spell is used by striking or contacting another creature) Duration refers to how long the effects of the spell will last. Duration is given either in rounds (of 10 seconds each) or turns (of 10 minutes each). The following section lists the spells in Star Frontiers rules alphabetically by their character class type and skill level. After the section on players' skills several advanced skills are given for the GM to use with high level NPCs.  

 

MILITARY SKILLS 

There are seven different Military skills. Five of them involve the use of weapons. Demolitions covers the use of explosives, and Martial Arts covers fighting without weapons or with melee weapons. Aside from the Demolition skill, all Military skills are separate, unlike the Technical and Bio-Social skills that have various sub-skills for each skill. Note when calculating a half-ability score to round down, hence half of 13 is 6½ rounded down to 6. The XP expenditure is as follows. 


(insert UPF Human pic here)


Level:1   1,000(2,000) 

Level:2   2,000(4,000) 

Level:3   4,000(8,000) 

Level:4   8,000(16,000) 

Level:5  16,000(32,000) 

Level:6  32,000(64,000) 

 

BEAM WEAPONS  

Success Rate: (21- ½DEX) +2/skill level 

This skill applies to electrostunners, heavy lasers, laser pistols, laser rifles, sonic devastators, sonic disruptors and sonic stunners.  

GYROJET WEAPONS  

Success Rate: (21- ½DEX) +2/skill level 

This skill applies to gyrojet pistols, gyrojet rifles, grenade rifles, grenade mortars and rocket launchers.   

PROJECTILE WEAPONS  

Success Rate: (21- ½DEX) +2/skill level 

This skill applies to automatic pistols and rifles, bows, muskets, needler pistols and rifles, machine guns and recoilless rifles.  

MELEE WEAPONS  

Success Rate: (21- ½DEX or ½STR) +2/skill level 

This 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.  

THROWN WEAPONS  

Success Rate: (21- ½DEX) +2/skill level 

This skill applies to all grenades and thrown axes, knives and spears 

MARTIAL ARTS 

Success Rate: (21 - 1/2 DEX or 1/2 STR) + 2/skill level  

Martial Arts skill makes a character a better fighter in melee. A character with Martial Arts skill can add +2 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 lets the character inflict damage when breaking out of a hold (same to hit roll as a regular attack). When a character with Martial Arts skill breaks out of a hold, he automatically knocks his opponent down, causing damage equal to half of his Strength score. Nerve combat increases the character's chance to knock out his opponent. The opponent must be one of the four major races. Starting with 21, the attacker gains a +1 chance to knock out the opponent per skill level on each attack via the d20 roll. Thus, a character with 4th level skill in Martial Arts would knock his opponent unconscious on a roll of 17-20. 

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 & detonators. Tornadium D-19, sometimes called kaboomite, is the standard explosive.  

SETTING CHARGES  

Success Rate: 14 +2/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, but at 6th level he needs only one turn. If a character fails the skill check to set and detonate the charge, the charge has not exploded and must be re-set. The referee should feel free to have the charge explode prematurely or late. Charges can be detonated by timer, radio signal or weapon fire. A timer lets the character set a time when the charge will explode. The timer can be adjusted to delay from 1 second to 60 hours. If a chronocom or subspace radio is available, charges can be set to explode when a particular signal is beamed at them. The chance to explode a charge with a radio beam is 10% less (-2 modifier) than normal Demolitions experts also can set off a charge with a laser. If the expert hits the charge, it explodes.  

DEFUSING CHARGES  

Success Rate: 11 + [diffuser's skill level] - [setter's skill level] 

A demolitions expert can try to defuse a charge that was set by another expert. Defusing a charge takes one turn, no matter what level the expert is. The expert's chance to succeed is modified by adding 2 x his/her skill level and subtracting 2 x the skill level of the person that set the charge. A character can defuse one of his own charges automatically. 

 

 

TECHNOLOGICAL SKILLS 

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. 

 

  (insert yazirian technician pic here)


Level:1   1,500(3,000) 

Level:2   3,000(6,000) 

Level:3   6,000(12,000) 

Level:4  12,000(24,000) 

Level:5  24,000(48,000) 

Level:6  48,000(96,400) 

 

There are three Technological skills: Computer skill, Robotics and Technician.  

 

Computer Skill  

There are eight separate subskills to Computer skill: Operate Computer, Write Programs, Defeat Security, Bypass Security, Display Information, Manipulate Programs, Interface Computers and Repair Computers. Computer programs have levels from 1 to 6, depending on their complexity. Computers also have levels from 1 to 6, depending on what programs they hold. These levels are explained in the descriptions of computers in the Equipment section. Computer specialists get only one chance to try a subskill on a computer. Success is automatic for some subskills under certain conditions, and other conditions are influenced by the skill level and/or computer level by a factor of 2 per level. If the computer was built by aliens (not Dralasites Humans, Vrusk or Yazirians) the success rates for the subskills are modified by -4.  

 

OPERATING COMPUTERS  

Success Rate: 1 + skill level - computer level  

Before he can use any other subskill, the computer specialist must be able to operate the particular type of computer he is working on. The chance to successfully operate a particular type of computer is 100% plus 2 x the expert's level, minus 2 x the computer's level. A roll of 96-00 is not automatic failure. Once a specialist has operated a computer successfully, he can operate that computer anytime, unless it is modified.  

WRITING PROGRAMS  

Success Rate: special  

Computer specialists learn to write their own programs. For every skill level the specialist gains, he learns how to write one computer program. The player should pick a program from the list of programs in the Equipment section. When a specialist writes a program, its level is the same as his current level, no matter when he learned the program. For example, a computer specialist that learned the Installation Security program at 1st level can write a 4th level Installation Security program when he reaches the 4th skill level. A specialist can continue learning new programs after he reaches 6th level; each additional program costs 4 experience points to learn. A specialist that knows how to write a particular program can buy that program at half-price for his own computer. He gains a 20% bonus when trying to manipulate that program or detect security on it in any computer.  

DEFEATING SECURITY  

Success Rate: 8 + skill level - program level  

If a computer has a Computer Security program, characters must break or bypass this program before they can perform any other subskill except repair. Defeating a security program involves a decoding process that can take a long time. Characters trying to break security must spend 1-10 hours working at the computer. Also, before a specialist tries to manipulate a program, he must find out whether the program itself has any security overrides. A security override will sound an alarm if anyone tries to run, alter or purge the program without first defeating or bypassing the security override. A security override is the same level as the computer's security program. The referee should make the roll to detect a security override secretly, since many programs have no overrides on them.  

BYPASSING SECURITY  

Success Rate: 15 + skill level - program level  

A computer specialist can bypass a security program manually by rewiring the computer. This takes only 1dl0 minutes, but has several disadvantages: the chance for success is lower, it requires a RobComKit, and failing the roll will set off every alarm the computer has.  

DISPLAYING INFORMATION  

Success Rate: 5 + skill level - computer level  

A specialist can use this skill to display any information in the computer's memory. It is especially useful for getting lists of programs that are stored in the computer, personal records, and raw, unprocessed data that is loaded and waiting to be fed into a program. A specialist gets a +20 modifier if he is trying to display information about a program he knows. He can automatically display information about programs he wrote in the computer. If a specialist displays an item successfully, he never needs to roll to display it again.  

MANIPULATING PROGRAMS  

Success Rate: 11 + skill level - program level  

A computer specialist has a chance to successfully run a program, change it or purge it from the computer. The normal chance of success is 50% plus 10 x the character's level, minus 10 x the program's level. If the program is one that the character has learned, he gets a +20% bonus. A specialist can run a program automatically if it is one he programmed into the computer himself, or if he has run it successfully in this computer before. A specialist may want to alter a program before running it. For example, a life support program will not let someone shut down the life support system or release a poison into the air. The program could be altered, however, so it would let the operator do either of those things. The referee should note that a character usually must run the program successfully after altering it before the changes will have any effect. This subskill also lets a specialist try to wipe out a program from a computer's memory, either to destroy the program or to make room for a different program. A character can purge a program automatically if he wrote it in the computer.  

INTERFACING COMPUTERS  

Success Rate: 15 + skill level - computer level  

This subskill lets a character try to link two computers together, either by connecting them with wires or through some communication system such as phone lines or a radio link. Once the two computers are linked, the computer specialist can perform all subskills (except bypass security and repair) from either computer. The chance to successfully interface two computers is 30% plus 10 x the specialist's level, minus 10 x the highest of the two computers' levels.  

REPAIRING COMPUTERS  

Success Rate: 13 + skill level  

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

 

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, List Functions, Alter Function and Alter Mission. If the robot is an alien design, then the robotics expert has a -20% modifier on his rolls to perform these subskills. A character must have a RobComKit to work on a robot.  

 

Robot Levels - There are six levels of robots. A robot's level indicates how complex it is. High-level robots can perform more complicated jobs. Level 1 robots can do only simple jobs. They have been pre-programmed for some specific job and usually can not do any other job. They can not communicate, and often are nothing more than moving, self-operated appliances.  

 

An example of a level 1 robot is a maintenance robot that washes and waxes the floors of a building each night.  

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

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

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

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

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

 

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

 

Robot Functions - All robots have several functions that tell them how to accomplish their mission. Low-level robots cannot make decisions, so their functions must be very specific statements. Higher-level robots can make decisions for themselves, so their functions can be more general statements. For example, a level 3 security robot might have the mission: "Stop all unauthorized personnel from entering this building." Its functions could define "stop" as giving intruders a warning, then using the Restrain program to keep them from entering. "All unauthorized personnel" could be defined as any person or machine that is not wearing a special badge. The robot must be given a function that defines "this building," and another that tells it what areas it must patrol to look for intruders. Another function could instruct it to call the police and report the break-in after an intruder has been restrained.  

 

IDENTIFICATION  

Success Rate: 1 + skill level - robot level  

A robotics expert has a chance to determine a robot's type and level simply by looking at the robot. The chance is 100% plus the specialist's level x 10, minus the robot's level x 10. Once a robot has been successfully identified, the expert can always identify that robot (unless its appearance is changed).  

ADDING EQUIPMENT  

Success Rate: 100%  

A robotics expert can install new equipment on a robot himself and save the 10% installation fee.  

REPAIRING ROBOTS  

Success Rate: 40% + skill level - robot level  

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

ACTIVATE/DEACTIVATE  

Success Rate: 100%  

A robotics expert can deactivate (turn off) a robot regardless of its level. The expert also can activate robots that have been deactivated. However, before a robotics specialist can deactivate the robot, list its functions, remove its security lock or alter its functions or mission, he must get at the robot's internal circuitry. This requires removing a protective plate, which takes one round. (The plate can be removed in one round even if the robot is fighting the character, but the character probably will take damage before he gets the plate off.) Once the plate is off, the robot can be deactivated in one turn.  

REMOVING SECURITY LOCKS  

Success Rate: 70% + skill level - robot level  

If a robot has a security lock, the lock must be removed before someone can list the robot's functions or alter its functions or mission. A robot can be deactivated before the security lock is removed. Once a security lock has been removed it can not be used again. 

LISTING FUNCTIONS  

Success Rate: 90% + skill level - robot level  

A robotics expert can learn a robot's exact mission and functions, as well as get a list of all the programs in the robot, by using this subskill. Once a character has successfully listed the robot's function's, he can always list that robot's functions.  

ALTERING FUNCTIONS  

Success Rate: 60% + skill level - robot level  

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

ALTERING MISSION  

Success Rate: 50% + skill level - robot level  

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

 

Robot Malfunctions - If a character fails a roll to remove a security lock or alter a robot's function or mission, the robot can malfunction. When this happens, the referee should roll d20 on the Malfunction Table.  

 

ROBOT MALFUNCTION TABLE  

1-5      No Malfunction  

6-10    Program Destroyed  

11-15  Short Circuit  

16-18  Haywire  

19-20  Explosion  

 

No Malfunction -- The robot continues to function normally.  

Program Destroyed -- One of the robot's programs (picked randomly by the referee) has been destroyed. The robot can not perform any functions requiring that program. If all the programs in a robot are destroyed, the robot shuts itself off.  

Short Circuit -- The robot is still operating, but has been damaged. For example, a robot with a short circuit might stop suddenly every other turn, or rattle and spark while it works.  

Haywire -- The robot is completely out of control. It might attack at random, spin in circles, recite the Gettysburg Address, or do anything else the referee thinks fit the situation.  

Explosion -- The robot's parabattery explodes, causing 2d10 points of damage multiplied by the parabattery's type to the robotics expert.  

 

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  

Success Rate: 50% + skill level  

Operating a vehicle includes starting it, driving it and using it to do anything it was designed to do. The chance to succeed includes the possibility that the technician may need to bypass a locked ignition to start the vehicle. Obviously, if the vehicle is damaged or out of fuel, it will not start until it is repaired or refueled. A technician gets one chance to operate an unfamiliar vehicle. If the technician has driven this type of machine before, he can start it and drive it automatically. A technician can try to operate any ground or water vehicle, regardless of his level. At 2nd level he can fly a jetcopter. At 4th level he can fly an aircar, and at 6th level he can operate rocket powered machines.  

REPAIRING MACHINERY  

Success Rate: 40% + skill level  

Technicians can repair vehicles, large and small machines, and electrical equipment (including video and communication devices). They can not repair computers or robots. Technicians use the standard repair rule. Besides repairing vehicles that have been damaged in combat, the referee can include mechanical breakdowns on random encounter tables. This is recommended if the characters are on a long cross- country journey, where a breakdown is likely and the nearest repair shop is several hundred kilometers (or light-years) away. When a vehicle breaks down, roll 2d10 on the following table to determine what has happened:  

 

VEHICLE BREAKDOWN TABLE  

2          broken axle or hoverfan*  

3-5      broken driveshaft or transmission*  

6-10    minor engine failure  

11-15  minor drive train failure  

16-17  broken suspension  

18-19  major engine failure, repairable*  

20        blown engine, unrepairable**  

 

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

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

 

DETECTING ALARMS/DEFENSES  

Success Rate: 60% + skill level - alarm level  

Technicians have a chance to detect security alarms and defenses. The following table lists the types of alarms and traps and their levels. This same table is used with the Open Lock and Deactivate Alarm/ Defense subskills.  

 

ALARM LEVEL TABLE  

Level:1 --- Simple Mechanical and Electrical    

Level:2 --- Motion and Pressure Sensitive  

Level:3 --- Infra-red Beams and Sound Sensitive  

Level:4 --- Video  

Level:5 --- Heat Sensitive  

Level:6 --- Personalized Recognition Devices (fingerprints, voice patterns, etc.)  

 

DEACTIVATING ALARMS/DEFENSES  

Success Rate: 40% + skill level - alarm level  

Once a technician has detected an alarm or defense, he can try to deactivate it. If the character fails, the referee must decide whether the alarm goes off; if the roll was missed by only a small amount, the alarm might not have been triggered.  

OPENING LOCKS  

Success Rate: 50% + skill level - lock level  

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

 

 BIO-SOCIAL SKILLS 

Bio-Social skills deal with the intelligent races and their surroundings. There are three different Bio-Social skills: Environmental, Medical and Psycho-Social. The Characters section goes into detail on each of these. The referee may allow the player to add +2 per level in this skill to any ability check dealing with biology, health, fitness, and social interaction. 


(insert vrusk medic pic here)


Level:1   2,000(4,000) 

Level:2   4,000(8,000) 

Level:3   8,000(16,000) 

Level:4  16,000(32,000) 

Level:5  32,000(64,000) 

Level:6  64,000(128,000) 

 

There are three Biosocial skills: Environmental, Medical and Psycho-Social.  

 

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, find direction, track or use survival.  

 

ANALYZE SAMPLES  

Success Rate: 50% + skill level  

An environmental specialist can analyze atmospheric, biological or geological samples. An environmental specialist can use a VaporScanner to analyze atmospheric samples. If the analysis succeeds, the VaporScanner will indicate whether the air is breathable or poisonous, and what gases. are present. The specialist needs a BioScanner to analyze a biological sample. If the analysis succeeds, the BioScanner will indicate what type of plant or animal the sample was, and whether it is edible or poisonous. A GeoScanner can be used to analyze geological samples. If the analysis succeeds, the GeoScanner indicates what minerals are present in the sample and the possibility of finding rich ore or gas in the area.  

ANALYZING ECOSYSTEMS  

Success Rate: 30% + skill level  

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

FINDING DIRECTIONS  

Success Rate: 50% + skill level  

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

SURVIVAL  

Success Rate: 40% + skill level  

This subskill gives a specialist a chance to do several things related to survival: find food or water (if any is available in the area), find or improvise shelter, and set or avoid traps. If a trap is set in a built-up area (city, farm community, etc.), there is a 50% chance it will be noticed. This subskill also lets the environmental specialist make a special Intuition check to predict natural disasters.  

MAKING TOOLS/WEAPONS  

Success Rate: 100% if materials are available  

An environmental specialist can make tools and weapons out of stones, sticks, cords, and other natural materials. Only bows, axes, clubs, knives and spears can be made. Only the spear can be balanced well enough to use as a thrown weapon. The referee may allow an environmentalist to improvise tools and weapons from wreckage and scrap parts.  

TRACKING  

Success Rate: 30% + skill level  

An environmental specialist has a chance to follow a creature, person or machine by watching for its trail. This skill works only in the wilderness, not in settled areas. The specialist also can use this subskill to cover his own tracks.  

STEALTH  

Success Rate: 20% + skill level  

Stealth is the ability to move without being seen or heard. This ability is useful for stalking animals, but also can be used to sneak up on guards of follow suspects.  

CONCEALMENT  

Success Rate: 10% + skill level  

Concealment is the art of hiding in natural cover. Once concealed there is an 80% chance the specialist will not be seen as long as he does not move or make noise.  

NAMING  

Success Rate: 100%  

One of the benefits of being an environmental specialist is that when he discovers a new plant, animal, mountain range, sea, etc., he is allowed to name the new discovery.  

 

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 Rates are increased 20%. If the patient is an animal or an unfamiliar alien, all Success Rates are reduced 20%. These two modifiers are cumulative, so the chance to perform major surgery on an unfamiliar alien at a hospital is normal.  

 

ADMINISTERING DRUGS  

Success Rate: 100%  

Three drugs are covered under this subskill: StimDose, StayDose and Telol. A medic can use one dose of StimDose to revive a paralyzed or stunned character, or to restore 10 hit points to a character that was poisoned or contracted a disease or infection. It can also temporarily restore up to 10 hit points of wound damage for 4 hours (24 turns), although if further damage is accrued that drops below 0 (taking into consideration of the original hit points prior to injection) the character will lapse into unconsciousness (albeit without further loss of hit points, waking up after 1d6 hours)StimDose can only be given by a medic. If more than one dose is given in a 20-hour period, the second dose has no effect.  

 

A medic can use one dose of StayDose to place an individual in a state of arrested animation. A character whose hit points have been reduced to 0, but not below -10, will be brought back to life by the drug if it is injected prior to surpassing -10 turns hit points. The StayDose slows down the character's heartbeat and breathing so he can survive with negative hit points. If the character's hit points are brought back above 0 within 24 hours, he will live. If not, the character dies. Only one dose of StayDose can be given to a character, until his ht points are raised above 0.  

 

Telol is a truth drug. Only a medic can administer it correctly. There is an 80% chance the Telol will work. If it does, the injected character will answer up to five simple questions, using simple answers. An injected character passes out for 1d10 hours, whether the drug works or not.  

 

DIAGNOSIS  

Success Rate: 60% + skill level  

A MedScanner will give a medic a brief diagnosis. This diagnosis will outline the patient's general symptoms and will identify the ailment as a wound, a disease, a poison or an infection. Once the medic has a general diagnosis, he can use this subskill to get a specific diagnosis. If he passes the skill check, the medic knows exactly what the ailment is. With this information, the medic can use one of his other subskills to heal the wound, control the infection, cure the disease or neutralize the toxin. Without a specific diagnosis, a medic can not use a subskill to treat a victim. However, the medic can use the MedScanner's general diagnosis as a guide to which drug the victim needs. After the medic gives the injection, the victim must roll his Constitution or less on d20 to overcome the effect of the poison, disease or infection. If the victim fails this roll, the drug has no effect. A second dose given within 20 hours automatically has no effect.  

FIRST AID  

Success Rate: 100%  

A medic can heal 10 points of wound damage automatically by using one dose of Biocort plus any appropriate items from the MedKit (local anesthetics, PlastiFlesh Spray, etc.) Only one shot of Biocort can be given to a character in a 20-hour period. If a second shot is given within 20 hours, it has no effect. If a character suffered more than 10 hit points of damage, the medic must use major or minor surgery to heal him completely. Biocort has no effect on poisons, infections or diseases.  

MINOR SURGERY  

Success Rate: 40% + skill level  

Minor surgery can heal up to 10 hit points of damage. This is in addition to the 10 points that can be healed with first aid. For every 10 points of damage (or fraction of 10 points) that is healed, an additional dose of Biocort is required. Minor surgery also uses one dose of anesthetic. If the surgery fails, the patient does not recover any Stamina points and one dose of Biocort is used.  

MAJOR SURGERY  

Success Rate: 20% + skill level  

Major surgery can heal any amount of damage to a character. For every 10 points of damage (or fraction of 10 points) healed, a dose of Biocort is used. The only limit to the amount of damage that can be healed is the patient's original hit points and the supply of Biocort. If the operation fails, the patient does not recover any hit points and one dose of Biocort is used up. The medic can try minor surgery on the same patient, if he has not already. Major surgery also requires one dose of Anesthetic. Major and minor surgery are effective only on wounds. They can not be used to heal damage from infections, diseases or poisons.  

CONTROLLING INFECTION  

Success Rate: 50% skill level  

Controlling infection requires a dose of Omnimycin. If the attempt fails, the Omnimycin is used up and the infection is out of control. Infections are rated by their infection strength (S) and duration (D). The infection causes a specific amount of damage every 10 hours. For example, an S4/D6 infection causes four points of damage every 10 hours for 60 hours if it is not controlled. CURING DISEASES  

Success Rate: 40% + skill level  

Curing a disease requires a dose of Antibody Plus. If the attempt fails, the Antibody Plus has been used up and the disease has not been cured. Diseases are rated according to how they modify ability checks, how long the modification lasts and whether the disease is fatal. The modifier is a negative number and the duration is in 10-hour periods. If the duration is followed by an exclamation mark, the disease will kill anyone it has infected after that length of time unless the disease is treated at a hospital. For example, a -1/D6! disease modifies every ability check the character makes by -1 for 60 hours. The victim will die after 60 hours unless he is treated successfully at a hospital.  

NEUTRALIZING TOXINS  

Success Rate: 30% + skill level  

Neutralizing a poison inside a victim's body requires a dose of Antitox. Poisons are rated like infections, according to how much damage they cause and for how long. Poison damage is inflicted every turn instead of every 10 hours, and the duration is in turns. An S2/T8 poison will cause 2 hit points of damage every turn for 8 turns. Neutralizing a poison stops the poison from causing any more damage, but does not heal damage the poison caused on earlier turns.  

ACTIVATING FREEZE FIELDS  

Success Rate: 30% + skill level  

A freeze field is a device that places a body in stasis and preserves it until it can be revived. Only a medic can activate a freeze field correctly. A freeze field must be activated within two minutes (20 rounds) after death, or the body can not be revived. Activating the field takes five rounds. The process can be interrupted, as long as the field is completely activated within the two-minute time limit. If the medic does not pass his skill check and there is at least one minute left in the time limit, he has two options: he can make a second attempt to activate the field, or he can inject the body with StayDose. If the second attempt to activate the field fails, the body can not be revived.  

 

Psycho-Social Skill  

Psycho-Social skill gives a character an advantage when dealing with individuals or groups of intelligent beings. The skill can be used when dealing with any of the major races as well as any other intelligent species the character encounters. There are five Psycho-Social subskills: empathy, persuasion, communication, hypnosis, and psycho-pathology.  

 

Racial Bonuses - Because Vrusk have the racial ability of Comprehension, they gain +1 bonus on all rolls involving Psycho-Social skill. Dralasites get a bonus of +2 when using empathy, because of their racial ability to detect lies. These modifiers apply only if the character has Psycho-Social skill.  

 

EMPATHY  

Success rate: 10% + skill level  

Empathy allows a character to get a general impression of the mood and intentions of individuals or groups. In order to use this skill, the specialist must be able to see or hear the individual or group. The information that a character gains by using this skill is very vague and non-specific. The referee should use descriptions like hostile, curious, cautious, helpful, neutral, etc. Empathy can be used by a character only once per encounter. If two characters in the group have Psycho-Social skill, each can try to use their empathy subskill.  

PERSUASION  

Success rate: 10% + skill level  

Persuasion lets a character try to convince a person or group to follow a reasonable course of action suggested by the character. The character must explain his plan to the group or person being persuaded. If the character must use a translator, he has a -10% modifier. A character can try to persuade a group or individual only once. If the character misses his roll by 50 points or more, his audience will get mad and might try to do something that is the opposite of what the character wanted.  

COMMUNICATION  

Success rate: 40% + skill level  

This subskill can be used when a character must communicate with a creature whose language he does not speak or understand. If the character uses this subskill successfully, he can communicate using very simple messages. The referee might force players to use simple messages by restricting them to two-word phrases.  

HYPNOSIS  

Success rate: 15% + skill level  

In order to hypnotize a character, the hypnotist must be able to speak to the subject in a common language without a translator. If the person being hypnotized is willing, this is the only requirement. If the subject does not realize he is being hypnotized, he gets to make an Intuition check. If he passes the check, the subject realizes what is happening and can not be hypnotized. If he fails the check, he can be hypnotized normally. No one can be hypnotized against his will if he realizes he is being hypnotized. A character may try to hypnotize only one subject at a time. Hypnotizing someone takes 1d10 minutes. The hypnotist can try to hypnotize a willing subject a second time if the first attempt fails. If the subject is unwilling, the hypnotist gets only one chance to hypnotize him. If the attempt fails, the subject gets to make another Intuition check to realize what has happened. Hypnosis can be used to give a character a +10 modifier on all rolls to hit in melee. This effect lasts one hour, and can be used on a character only once every 20 hours. Hypnosis also can be used as an anesthetic. A wounded character that is hypnotized can ignore the wound modifier in combat. This effect lasts 1d10 hours and can be used on a character only once every 20 hours. A hypnotist's most powerful ability is suggestion. A hypnotized subject will believe almost anything the hypnotist tells him. The hypnotized character will not do something that is against his moral code or religion, but he can be tricked into doing things he would not normally do. The hypnotist must give the subject a good reason to do something unusual, or convince him that the situation is not exactly as it seems. For example, a hypnotized guard will not let unauthorized persons into a restricted area. If the hypnotist tells the guard that he is authorized but has forgotten his pass, the guard will let him in.  

PSYCHO-PATHOLOGY  

Success Rate: 30% + skill level  

 

Psycho-pathology subskill lets the specialist try to help characters or creatures that are psychologically disturbed. Extreme fright, isolation, or even unusual air and food chemistry can seriously affect an explorer's mental condition. A psycho-pathologist can help characters recover their confidence or forget their traumatic experiences. The specialist also can determine what will reassure or frighten an alien or primitive.