Is I explained in my post on skills,
that system is based upon the one I created for my Star Frontiers campaign. It can be dropped straight into Star Frontiers with no other changes. It's mostly a tidy-up of the skills to make them more focussed, and a revised skill point system.
This is the entire system as I used it in my game without changes. Next time I run a SciFi game I'll be adapting Explore to SciFi and using a revised version of this skill list.
Primary Skill Areas (PSAs) are Martial,
Agent, Tech and Science.
Skills
Skills are given in the table below.
MARTIAL
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Unarmed
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STRENGTH
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Melee
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STRENGTH
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Thrown
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STRENGTH
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Guns
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DEXTERITY
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Rockets @2nd
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Bows
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DEXTERITY
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AGENT
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Scout
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INTUITION
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Sneak, Survival, Navigation, Tools,
Tracking, Hide, Camouflage
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Athlete
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DEXTERITY
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Climb, Swim , Run, Jump, Dive, Ride
etc.
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Infiltration
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LOGIC
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Forgery, Disguise, Sleight of hand,
Surveillance, Bugs, Bonds
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TECH
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Infotech
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LOGIC
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Operate Computer, Bypass Computer
Security,
Information Retrieval, Program Computer, Repair Computer
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Hardtech
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LOGIC
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Demolition Tools, Bypass non-computer
security,
Mechanical Repairs/Alterations (Vehicles, Robots etc. – not the
CPU)
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Pilot
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INTUITION
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Large Land & Fly @2nd,
Large Fly
& Underwater & Space @ 3rd.
Any large @4th.
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SCIENCE
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Natural Sciences
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LOGIC
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Chemistry & Geology
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Ecosystems
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LOGIC
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Climate & Ecosystems
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Medicine
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LOGIC
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Administer Drugs, First Aid,
Diagnosis, Surgery, Neutralize Toxins
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Psycho Social
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INTUITION
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Empathy, Persuasion, Alien
Communication,
Hypnosis, Psycho-Pathology
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Skill Costs
Combat Skills (if PSA) cost 2, 2, 4, 8, 16, 32…
Other skills (if PSA) cost 3, 3, 6, 12…
If skill not in your PSA then cost is +1, so costs:
Combat Skills (if PSA) cost 3, 3, 5, 9, 17, 33…
Other skills (if PSA) cost 4, 4, 7, 13…
Start with 6 points to spend, all must be in your PSA.
Thus Martial characters typically start with 3 martial skills @ lvl 1.
Other characters typically start with 2 non-martial skills @lvl 1 (all martial skills lvl 0).
Note - this is probably too complicated, but I was trying not to deviate too far from the original rules.
Obvious changes from the standard Star Frontiers system
- New Agent PSA, with lots of stuff moved there to make the other skills more focussed.
- Computer/Robotic/Technician changed to Infotech/Hardtech as Robots are just mixture of computers and mechanical parts.
- New Pilot skill (other space skills from Knight Hawks not needed).
- Demolition moved to Hard Tech
- Beam, Gyrojet, Projectile Weapons all combined.
- Environmental refocused as scientific skills Ecosystems and Natural Sciences.
- Skill costs for non-PSA skills much reduced.
- The rate of increase for skills is changed - the protoype for the system in Explore
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