Star Frontiers Skills
  There are many different skills that a player character can learn.. These skills are organized into three Primary Skill Areas (PSAs): Military, Technological and Biosocial as well as a Miscellaneous Skills category and a Spacers Skills set.  At the start of the game, each character must choose one Primary Skill Area as his career. 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.

Skill Cost Table

Military PSA

Technological PSA

Biosocial PSA

Miscellaneous Skills

Level 1

3 (6)

4 (8)

5 (10)

1 (2)

Level 2

6 (12)

8 (16)

10 (20)

2 (4)

Level 3

9 (18)

12 (24)

15 (30)

4 (8)

Level 4

12 (24)

16 (32)

20 (40)

6 (12)

Level 5

15 (30)

20 (40)

25 (50)

8 (16)

Level 6

18 (36)

24 (48)

30 (60)

10 (20)

  Military: skills deal with combat. There are seven different Military skills: Beam Weapons, Gyrojet Weapons, Melee Weapons, Projectile Weapons, Thrown Weapons, Demolitions, Martial Arts + the Subskills of Ship Weapons.

  Technological:l skills deal with various types of machines. There are three different Technological skills: Computer, Robitics, Technician + the Subskills of Pilot, Astrogation and Engineering

  Bio-Social: skills deal with the intelligent races and their surroundings.  There are three different Biosocial skills: Environmental, Medical and Psycho-Social.

  Miscellaneous: skills dvided into General Miscellaneous Skills and also Subskills for each PSA

  Spacer: skills of Pilot, Astrogation, Engineering

Using Skills:  Each skill is divided into subskills. Subskills define exactly what types of things a skill lets a character do. For example, Demolitions skill has two subskills: set charges and defuse charges. This means a character with 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 "40% + skill level," then the character's chance to use the subskill successfully is 40% plus 10 x his/her skill level. Some success rates have a second modifier, such as ''60% + skill level - robot level." A character's chance to use this subskill successfully is 60% plus 10 x his/her skill level, minus 10 x the level of the robot he is working on.

Repair:  Computer, Robotics and Technician skills allow characters to repair damaged equipment. The success rates vary depending on what is being repaired, but the procedure is the same for all three skills. If the damaged equipment is repaired in a shop, there is no chance it will break down again on its own. When a repair is made away from a shop ("in the field") with a personal toolkit, there is a chance that the device will break down again. This chance accumulates from day to day; a device has a 10% chance to break down in the first 20 hours, 20% in the second 20 hours, 30% in the third, and so on. When something breaks down, the referee must decide whether the damage is minor, major or total. A minor repair takes 1 d10 minutes, a major repair takes ld10 hours and a total repair takes 1d10 x 10 hours..

 

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