Environmental Skill

Medical Skill

Psycho-Social Skill

  • Analyzing Samples 50% +10% per skill level
  • Analyzing Ecosystems 30% +10% per skill level
  • Finding Directions 50% +10% per skill level
  • Survival 40% +10% per skill level
  • Making Tools/Weapons 100%
  • Tracking 30% +10% per skill level
  • Stealth 20% +10% per skill level
  • Concealment 10% +10% per skill level
  • Naming 100%
  • Administering Drugs 100%
  • Diagnosis 60% +10% per skill level
  • First Aid 100%
  • Minor Surgery 40% +10% per skill level
  • Major Surgery 20% +10% per skill level
  • Controlling Infection50% +10% per skill level
  • Curing Diseases 40% +10% per skill level
  • Neutralizing Toxins 30% +10% per skill level
  • Activating Freeze Fields 30% +10% per skill level
  • Empathy 10% +10% per skill level
  • Persuasion 10% +10% per skill level
  • Communication 40% +10% per skill level
  • Hypnosis 15% +10% per skill level
  • Psycho-Pathology 30% +10% per skill level
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.

ANALYZING 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.  note that the skill check for a character using Stealth to sneak up on someone must be made every 30 meters if the user is moving slowiv or 15 meters if the user is moving quickly. The skill check for using Stealth to "tail a suspect must be made every 30 minutes of stalking.

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
Three drugs are covered under this subskill: stimdose, staydose and telol. A medic can use one dose of stimdose to wake up an unconscious or stunned character, or to restore 10 Stamina points to a character that was poisoned or contracted a disease or infection. Stimdose can only be given by a medic. 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 Stamina has been reduced to 0, but not below -30, will be brought back to life by the drug if it is injected within one minute (10 turns) after death. The staydose slows down the character's heartbeat and breathing so he can survive with no Stamina points. If the character's Stamina is 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 Stamina is 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 current Stamina or less on d100 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 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 20 points of damage. This is in additon to the 10 points that can be healed with first aid. For every 10 points of damage (or fraction of 10 points) that are healed, a full turn of treatment time and an additional dose of biocort are 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) that are healed, a full turn of treatment time and an additional dose of biocort are required. The only limit to the amount of damage that can be healed is the patient's original Stamina and the supply of biocort. If the operation fails, the patient does not recover any Stamina 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 S6/D8 infection causes six points of damage every 10 hours for 80 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 -10/D10! disease modifies every ability check the character makes by -10 for 100 hours. The victim will die after 100 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 S7/T9 poison will cause 7 points of damage every turn for 9 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 turns) after death, or the body can not be revived. Activating the field takes five turns. 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. T here are five Psycho-Social subskills: empathy, persuasion, communication, hypnosis, and psycho-pathology. Racial Bonuses. Because Vrusk have the racial ability of Comprehension, they gain +5% on all rolls involving Psycho-Social skill. Dralasites get a bonus of +10 when using empathy, because of their racial ability to detect lies. These modifiers apply only if the character has Psycho-Social skill.

EMPATHYSuccess 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 alienor primitive.

MISCELLANEOUS BIOSOCIAL SKILLS

ANALYZE ANIMAL BEHAVIOR
Success Rate: 20% + 10% per Skill Level

  A character with this skill can, if given four turns of observation, make an analysis of whether an animal is aggressive or harmless. Further observations, for 1d10 hours, can also inform the character of whether an animal's den or lair is nearby and what its eating, drinking, and other habits are. For a complete analysis of a creature and how it fits into its surrounding environment, the character would have to use the Analyze Ecosystems skill.

ANIMAL TAMING
Success Rate: 10% per Skill Level

  This skill gives a character the chance to tame a wild animal. Once tamed the animal can only be used as a beast of burden or herd animal, unless the Animal Training skill is used to make it a pet or companion. Some types of creatures are more difficult to train than others. The following creatures have a -1 Column Shift modifier to the skill check: all tiny creatures, giant herbivores, all insectivores, large omnivores and carnivores. Giant omnivores and carnivores require a -2 Column Shift. Monsters, particularly vicious creatures, or Sathar-developed creatures, cannot be tamed. Examples of monsters would be sand sharks, queequeg, and slither, all included in the Star Frontiers Expanded Rules.
Taming a creature can be time consuming and dangerous. The time required depends on its size and type and is left to the referee's discretion.  If a character fails the skill check he must roll 1d100, 01-25 means that the creature attacks the character attempting to tame it.  A character failing a skill check may try again on the same creature after a suitable period of time has elapsed, with a +1 Column Shift bonus (-1 Column Shift if the creature tried to attack the character). Once three skill checks have been missed on the same creature, it is considered untamable.
Taming a creature requires the character with the Animal Taming skill to work with the animal day after day. If he misses more than two days of taming time, the creature returns to its original state. Once tamed, however, an animal remains so unless abandoned. Just because a creature is tamed does not mean it does not require a cage, pen, or corral, it simply means that the creature will not attack unless unusually provoked.

ANIMAL TRAINING (Pr: Animal Taming Level 2, animal to be trained must be tamed)
Success Rate: 10% per Skill Level

  A character making a successful check with this skill can train a tamed animal. Training includes teaching an animal to carry a rider and obey riding commands, to guard a location and only allow known characters to pass, or to follow a command word. Commands are simple instructions such as "fetch," "attack," "return," etc. and simple nouns, like weapon, Vrusk, box, etc. Teaching an animal requires days, sometimes weeks, of work. The time required depends on the intelligence of the animal and what is being taught. 

ARCHAEOLOGY
Success Rate: 10% + 10% per Skill Level

This skill is the scientific study of the life and culture of ancient peoples, through examination of excavations of ancient cities, relics, and artifacts.  A successful skill check allows a character to tell the approximate age of an item, what its use might have been, and what the race was like who used it. This is all subject to varying factors, of course, such as the alienness of the item to the character or cases of extreme antiquity. If an entire site is being studied, a number of successful checks over a long period of time must be made to get an overall picture.

BIOLOGY (Pr: Minimum of Botany Level 2, Zoology Level 2)
Success Rate: Skill levels of Botany and Zoology

  A character who is a botanist and a zoologist can use these skills as a foundation for becoming a biologist (at least two levels in each is required).  A  Biology skill allows for the integration of the two sciences and is an introductory skill of other skills, such as Exobiology and Analyzing Ecosystems.  Furthermore, a biologist will be able to discern information in the following areas from a specimen: organ functions, effects of glands and hormones, chemical makeup, vitamins and proteins, life functions, and parasites. This last ability, parasitology allows the character a skill check to identify parasite, know what kind of animals the will infest, know what diseases they carry, and determine the best way to eradicate them.  Biology Level 2 allows the character to remove glands and sacks from dangerous plants or animals, thus safely retrieving poison or acid.  Biologists of the third level can join the Federation Biological Society, a large and powerful group of scispecs who fund many explorations on known and newly discovered planets.

BIONICS  (Pr: Robotics: Modifications Level 2, Medical Level 3, Medical Treatment: Infection, proper equipment and facilities)
Success Rate: 10% per Skill Level

  A surgeon with this skill can attach a bionic part to a living organism. The most common uses of bionics are as replacements for lost limbs or organs. The time required to heal from such an operation and learn how to use a bionic limb is weeks, sometimes months (referee's discretion).  Both Bionics and Cybernetics will be covered in further editions of Zebulon's Guide to Frontier Space. 

BOTANY
Success Rate: 20% + 10% per Skill Level

  A character with this skill is schooled in the science of plants, their life, structure, growth, classification, etc. Only a character with Botany can name a new plant life form or use a Flora-CAS to analyze a botanical sample.  A successful Botany analysis indicates the type of plant the sample is and whether it is edible or poisonous. A botanist making a successful skill check when inquiring about a plant's potential medicinal or poisonous properties is told which of these uses the plant may have. Any facet of the campaign dealing with plant life should be handled by a botanist or biologist.

CAMOFLAGE
Success Rate: 10% per Skill Level

  Camouflage is the art of concealing a large area, structure, or vehicles outside in natural cover. A vehicle painted a camouflage coloration pattern can be very difficult to see. A structure that is covered with vegetation and shaded correctly is almost invisible until you get close to it. The use of Tracking to cover tracks leading to the structure or vehicle is sometimes necessary to complete the camouflage. If the skill check is made, then there is no chance for an observer who is far away for flying above to see the camouflaged item or structure. The referee may modify this as he wishes for type of optics used, distance, etc. Any characters inside a camouflaged structure or vehicle are considered concealed. The referee should note that what is camouflage for one terrain type might draw attention in another. The skill check for Camouflage is secretly rolled by the referee. This is because the character will not know if he is successful until someone else spots or misses the camouflaged structure or item.

CHEMISTRY
Success Rate: 20% + 10% per Skill Level

  A character with this skill is schooled in the science dealing with the composition and properties of substances, and with the reactions by which substances are produced from and converted into other substances. Only a character with Chemistry can name a new chemical element or synthesis or use a vaporscanner or Atmospheric-CAS to analyze atmospheric samples. A successful atmospheric analysis (skill check) can indicate whether the air is breathable or poisonous, and what gases are present. A chemist making a successful skill check when inquiring about a synthetic medicine, poison, or acid is fully informed on the appropriate properties of the sample and what potential uses they may have.  Any facet of a campaign that deals with chemistry should be handled by a chemist.

COMMUNICATION
Success Rate: 10% per Skill Level

  This skill can be used when a character must communicate with a creature whose language he neither speaks nor understands. If the character uses this skill successfully, he can communicate using very simple messages. The referee might force players to use simple messages by restricting them to two-word phrases. Vrusk possessing this skill receive an additional +10% when using it.

MEDICAL DEVICES  (Pr: Medical Diagnosis)
Success Rate: 10% + 10% per Skill Level 

  This skill allows the character to operate the larger and more complex medical devices like a freeze field, body-jump box, body-gene box, CAT and ultrasound scanners, organ bypass machines, electron microscopes, and so forth.   A freeze field is a device that places a body in stasis and preserves it until it can be revived in a place where proper medical care can be administered. It is the last hope of many a dead character. Only a character with this skill can operate it correctly. A freeze field must be activated within two minutes (20 turns) after death, or the body cannot be revived. Activating the field takes five turns. The process can be interrupted, as long as the field is completely activated within the two minute time limit. If the character 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, of he can inject the body with staydose. If the second attempt to activate the field fails, the body can only be revived through a body-jump box.  A body-jump box comes in many forms, from huge cambers in city hospitals to the small portable units that are carried into the field. A body-jump box is wired to various nerve points of the victim's body and head. When activated, beta particles are forced through the body. If the skill check is made, the "resurrects," though it may have been dead for up to 10 hours. If the skill check is missed, the body could not stand the beta ray bombardment and is completely destroyed.   Damaged medical may be repaired by characters with the Machinery: Repair skill.

CYBERNETICS  (Pr: Bionics Level 3)
Success Rate: 10% per Skill Level

  This skill is quite advanced and is used when a character has enough experience to start building cyborgs (cybernetic organisms). Cyborgs will be detailed in later editions of Zebulon's Guide to Frontier Space. 

EXOBIOLOGY  (Pr: Biologist Level 3)
Success Rate: 10% per Skill Level

  A character who is an exobiologist is schooled in the science of totally alien living organisms, that is, life forms that do not resemble known animal or vegetable life forms. Only a character with Exobiology can identify and name an alien life form or use a bioscanner, Flora-CAS or Fauna-CAS to analyze an alien sample. A successful analysis (skill check) will indicate if the alien life form is edible or poisonous and whether it is dangerous to members of the known races. Any facet of a campaign that deals with completely alien biology should be handled by an exobiologist. 

FORENSIC MEDICINE  (Pr: Medical Treatment: All, Biology, Chemistry)
Success Rate: Level +X or Level /0

  This skill allows a character to perform an autopsy on a deceased character or animal and determine what was the cause of death. This information, along with being able to interpret any other signs of violence on the corpse, what the victim ate the day of his death, and determining how long the victim has been dead, can be used as evidence in a court of law. If the character or animal was an unknown alien, then the skill level is reduced to Level /0 and the information may not be accepted as evidence, unless the character is also an exobiologist, in which case his full Forensic abilities would apply.

GENETICS  (Pr: Biology Level 5)
Success Rate: 10% per Skill Level

  A character with this skill is schooled in the branch of biology that deals with heredity and variations in similar or related animals or plants. A geneticist who creates the proper environment and spends an adequate amount of time can cross-breed two similar plants or creatures to create a new plant or creature (like a tiger and a lion forming a liger); the time and environment required is at the referee's discretion. After the fulfillment of the required time, the player must make a skill check to succeed with his experiments.  Even if the experiments work, there is a 10% chance that the creature or plant has an aberration (deformity, psychological instability, etc.) Only a character with Genetics can create a new life form this way and name it. This skill is also necessary in a character specializing in a medical background who wishes to do work on virus research and immunology. Bioengineering, that is genetically "improving" or altering characters or future characters for the purpose of creating a "super soldier," is illegal. It is known that the Sathar have perfected an improved, bioengineered "super Sathar." Any facet of a campaign that deals with genetics should be handled by a geneticist.

GEOLOGY
Success Rate: 20% + 10% per Skill Level

  A character with this skill is schooled in the science dealing with the physical nature and history of most types of planets, including the structure and development of their crust, the composition of their interiors, individual rock types, the forms of life found in fossils, etc. Only a character with Geology can name a new planet or mineral or use a geoscanner or Geo-CAS to analyze a geological sample. A successful geoscanner analysis (skill check) indicates what minerals are present in the sample and the possibility of finding rich ore or gas deposits in the area. Any facet of a campaign that deals with geology or mineral lifeforms should be handled by a geologist.

GEOPHYSICS
Success Rate: 20% + 10% per Skill Level

  A character with this skill is schooled in the science that deals with the physics of a planet, including weather, winds, tides, earthquakes, volcanoes, etc. and their effects on the planet. Only a character with Geophysics can name a new weather type found on an alien world or use equipment for the purpose of measuring and predicting the weather, volcanoes, earthquakes, etc. Any facet of a campaign that deals with geophysics (potential natural hazards, a planet breaking up, etc.) should be handled by a geophysicist.

MEDICAL TREATMENT: VETERINARY  (Pr: Medical Diagnosis)
Success Rate: 10% per Skill Level

  This skill is identical to Medical Treatment: Wounds I, but is designed for use with animals, not characters. If the player wishes to advance his character's knowledge of veterinary medicine, he can do so by taking the identical skills for medical treatment of characters (Infections, Wounds II, III, & IV, etc.) and switch them to veterinary treatment. Once a medical skill has been designated veterinary it cannot be used to treat characters. The success rates and prerequisites are identical.

MEDICAL TREATMENT: WOUNDS IV  (Pr: Medical Level 1, medkit or proper medical facilities)
Success Rate: 10% per Skill Level

  This skill is the equivalent of surgery and is absolutely necessary for the treatment of broken bones, massive lacerations, ruptured organs, tumor removals, amputations, etc. All of this is left to the referee's discretion and these occurrences should be rare, but when they do happen the character must receive surgery or die. Wounds II or III can set a broken limb and minor surgery can be put off for a while, but in many cases, especially those dealing with internal injuries, major surgery is required within a few hours.  Wounds IV brings the character up to a surgeon's level of expertise and is required for some other skills, such as Bionics and Cybernetics.

STABLE MOUNTS  (Pr: Ride Mount)
Success Rate: Automatic

  A character with this skill knows the proper case, feeding, and stabling of mounts. In addition, he knows the best way to hobble or protect mounts during times of sudden danger (dust storms, thunderstorms, blizzards, etc.).

ZOOLOGY
Success Rate: 20% + 10% per Skill Level

  A character with this skill is schooled in the science of animals, their lives, structure, growth, classification, etc. Only a character with Zoology can name a new animal life form or use a bioscanner or Fauna-CAS to analyze a zoological sample. A successful bioscanner analysis (skill check) indicates the type of animal and whether it is edible or poisonous. A zoologist making a successful skill check when inquiring about an animal's potential medicinal or poisonous properties can tell which of these properties the animal may have. If the medicinal or poisonous properties lie in a gland or sac within the animal, only a character with Biology Level 2 can safely remove them. Any facet of a campaign that deals with animal life should be handled by a zoologist or biologist.

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