MISCELLANEOUS SKILLS LIST

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

This skill allows a character to appraise with worth of rare and valuable items (artwork, antiques, books, exotic weapons, etc.) to within 10% of their normal cost.

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

A bluff is loosely defined as a lie, evasion, or convincing someone that you are something or someone you are not. Any character attempting a bluff who does not have this skill uses Level /0 through Level -X. The more difficult the bluff, the lower the column. A character with this skill is smoother and more confident in his bluff if the bluff is plausible. For example, an Ifshnit saying he is really a magically transformed Osakar is just plain silly. But an adventurer telling a member of a secret society that he is also a member of the society may work. The referee should modify the bluff based on other factors (unknown information, passwords, etc.).

CHEF
Success Rate: Automatic

A character who selects this skill has an unusual knowledge of fine cuisine and how to prepare it. If he desires, the player can roll 1d100 (ignore anything under 20 and over 90) to rank himself against other galactic chefs. Not only can this character how cook a gourmet meal, providing him with a good alternate source of income, but he can also estimate the worth of culinary rarities (spices, cooking utensils, cookbooks, exotic foods, etc.) within 10% of their retail costs.

CLIMBING
Success Rate: Automatic

This skill increases a character's climbing ability (page 20 of the Expanded Rules).  The character now climbs a rope at a rate of 3 meters/turn and vertical surfaces at a rate of 2 meters/turn.  Ifshnits can only move half this distance due to their size.  The character can also use the proper equipment to climb and rappel like a mountain climber.  A character with this skill also learns to use such-sets.

DISGUISE
Success Rate: 20% + 10% per Skill Level
Pr: Bluff skill of at least the same level

This skill teaches the character the proper use of disguise for the purposes of bluffing. When bluffing while using a disguise, use the Disguise success rate. The level of the Disguise skill for this purpose cannot exceed that of the Bluff skill. For example, a Star Lawman is trying to pass himself off as a hood to gain the confidence of a known felon. He has Bluff Level 3 and Disguise Level 2, therefore he uses the Disguise Level 2 as his success rate to bluff. If he had a Bluff Level 2 and a Disguise Level 3, he still would use a Disguise Level 2 success rate, because you cannot disguise yourself to bluff higher than the Bluff skill. Only when both the Bluff and Disguise Levels are 3 can the character use the Skill Level 4 (Level + 1 Column Shift) success rate.  The Disguise skill includes the proper use of makeup, artificial hair, prostheses, and costumes.

DRAMATICS
Success Rate: 20% + 10% per Skill Level
Pr: Bluff and Disguise skills of at least the same level

The use of the Dramatics skill is similar to that of the Disguise skill. A character with Dramatics, combined with the Bluff and Disguise skills of at least the same level as the Dramatics skill, can increase his chance of bluffing another character or a group into believing he is someone else. When attempting this type of bluff, the character will use the Dramatics skill success rate. Furthermore, if the character also has a Persuasion skill of at least the same level as his Dramatics skill, he uses a success rate of Dramatics
Skill Level +3 Column Shift.

ENTERTAINING
Success Rate: Special
Note: 1d100 roll establishes character's entertainment level

Each time this skill is taken it allows a character to either learn one entertainment skill (singing, dancing, playing a musical instruments, juggling, etc.) or improve a skill he has already selected.  When an entertainment skill is first selected, the character must roll 1d100 (ignore any rolls below 10 or above 90). This is his proficiency with this form of entertainment. One-tenth of this proficiency (rounded down) is his entertainment level. The entertainment level is used for comparison with other entertainers in the same field, for deciding how much the performer is paid, and as a skill level to distract others (if the entertainment level check is made, the characters are distracted, if only for a moment).  Entertainment skills can be used as cover identities for characters. If the player is good enough, it can also provide him with optional employment.   Certain entertainment skills can have other benefits as well:

     Acrobatics skills help characters form human ladders, walk tightropes, and perform dangerous movements (as entertainment level).
     Tumbling skills increase a character's ability to jump, leap, or vault (distances are increased by 50%).
     Escape Artistry skills help a character slip out of ropes, a straightjacket, handcuffs, or even a cell (as entertainment level). Sometimes a
     Security: Open Locks skill is also needed.
     Sleight of Hand skills (making coins disappear and reappear in someone's pocket, etc.) help a character "palm" and item or pick another
     character's pocket (as entertainment level).
     Storytelling skills are very popular on the civilized worlds (the more languages the character speaks the better). The entertainment level of
     storytelling is used as the success rate when a character is checking on lore (infamous gangster or pirate treasure transported
     somewhere, legendary monsters of a planet, and so forth).
     Gambling is also a form of entertainment, but is using this in a campaign is left to the referee's discretion, as is its use for increasing an
     individual character's income by winning at card, games of chance, etc. Some alien civilizations might even bet credits on the outcome of
     a chess game. In this fashion other games can be used in a STAR FRONTIERS campaign.

If the initial proficiency roll does not provide an entertainment level as high as the player would like it, he can choose the same entertainment skill again and again. Each time the skill is chosen it increases the entertainment skill level by one. Each time the skill is chosen after the initial choice it should be treated as the second level, third level, fourth level, up to a maximum of eighth level, for purposes of skill costs.

FINANCE
Success Rate: Level 5 (60%)

This one-time skill selection gives the character a chance to know the past and present history of mega-corps, their subsidiaries and holdings, to be able to read and prepare financial records and credit ratings, to know how to manipulate credit and financial investments. If the character does not know the information himself, he knows where he can do research to find out, though this can do research to find out, though this can sometimes take months of study. This information includes knowledge of mega-crop bigwigs, underlings, and what private company policies exist.

FORGERY
Success Rate: to forge = 10 % per Skill Level; to detect forgery = 10 % per Skill Level +2 Column Shift
Pr: To forge requires proper tools and materials.

This skill gives a character a chance both to forge passports, signatures, and documents, and detect forgeries. If this skill is combined with the Finance skill, the character also adds currency and stocks and bonds to the list. If this skill is combined with an Entertainment-Artist skill, the character also adds artwork to the list.

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

This skill allows a character to appraise the worth of rare and valuable gems (which are often used for currency in uncivilized areas) to within 10% of their normal cost. He also is able to trace veins and locations of gems, plus identify their origins by their type and cut.

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

This skill gives a character a chance to haggle the price of an item or service down if he is buying or up if he is selling. The normal cost increase or decrease is 10%. If 01-02 is rolled, the increase or decrease is 20%. If 98-00 is rolled, the haggling has exactly the opposite result and the price goes against the character by 20%.

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

This skill gives the character complete knowledge of the laws of the planet on which he lives. It also allows him a skill check on all civilized planets to know their laws. Characters who are members of Star Law are completely briefed on planetary laws before they are sent on a mission. Law Level 4 or higher allows the character to legally represent himself or other characters in a UPF court of law.

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

Persuasion lets a character try to convince a non-player character or group to follow a reasonable course of action he suggests. The character must explain his plan to the group or person being persuaded, not just mention it to them. If the character uses some sort of translator, he has a -1 Column Shift modifier.
A character can try to persuade a group or individual only once. If the character misses his roll by 30 points or more, his audience gets mad and might do just the opposite of what the character wanted. See the Dramatics skill for further use of Persuasion.

PHOTOGRAPHY
Success Rate: 20 % + 10 % per Skill Level
Any character can use photographic and holo-vid equipment, but when a difficult shot is needed this skill is a must. It includes knowledge of most types of photographic equipment: film, lenses, filters, lights, etc., how to care for and clean the equipment, and how to set up remote and timed shots. Difficult photographic shots are not just made by reporters tracking down celebrities, they are also made by private investigators and Star Lawmen who need photographic evidence. Any character who wants to be a reporter needs this skill, as most federation and frontier reporting is in a visual medium.

POLITICS
Success Rate: Level 6 (70%)

This one-time skill selection gives the character a chance to know the history and due process of federation and planetary politics. This includes knowledge of political bigwigs, their aids, and how honest they all are. It also gives knowledge of the finer arts of political maneuvering, the basics of speech making, and allows the character a skill check on local politics after he has spent at least one day on a planet.

PUMPING FEDERANIUM
Success Rate: Automatic

This skill increases the amount of weight (in kilograms) a character can carry to one and one-half times his Strength score. If the weight a character is carrying is more than his normal Strength Score, he is encumbered. The movement rate of an encumbered character is cut in half in all terrain. A character with this skill can pick up an object that weighs up to triple his Strength in kg, but can carry it only a few meters. A character who has been pumping federanium (the densest element known) is quite developed and may have trouble fitting into suits and equipment normally designed for his race. This skill must be renewed (as a first-level skill) every six months, as if the character kept in training.

RIDE MOUNT
Success Rate :10 % + 10 % per Skill Level

This skill allows a character to ride a tamed animal trained to carry a rider. The only time a skill check is needed is when a character first tries to mount a new species, when a difficult maneuver is performed, or when a mount is spooked or feels endangered. A character gets two chances to ride a new species of mount. Once his skill check is successful, the character can ride any mount of that species any time. If a character fails both checks, he must wait at least a year or campaign time before he can try to ride that species again.   If a mount is frightened or is directed in a path that if feels is threatening (jumping a chasm, narrow ledge of a canyon, etc.), the rider may have to make a check to maintain control over it. The result area needed by the check depends on the circumstances and is at the discretion of the referee.

RUNNING
Success Rate: Automatic

This skill increases the endurance of a character, who can now run at top speed for a number of minutes equal to his Strength score divided by 5, rounded up. The character then must rest for five minutes before running again. This skill must be renewed (as a first level skill) every six months, as if the character kept training.

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

This one-time skill selection gives the character a chance to know the social elite on a federation, planetary, or local scale. This includes knowledge of the rich and famous (including celebrities), what their status in society is, where they are located, what their interests and backgrounds are, social graces and maneuvering, and major social activities. The skill can be invaluable when working undercover or on a specific case. The skill must be taken for every different society, except for the player character's own society, which is Level +X when he first takes the skill. The referee may also decide that it can be a positive column shift modifier when bluffing.

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

This skill gives a character detailed information on one of the thousands of religions and beliefs practiced in the federation and on the frontier.  This includes knowledge of gods and pantheons, taboos, clerical organizations, and the type of structures they use for worship, if any. This skill might add a positive modifier to an attempt to bluff.  

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