Monday, 22 June 2015

Skills - this time for Star Frontiers

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
Unarmed
STRENGTH
Melee
STRENGTH
Thrown
STRENGTH
Guns
DEXTERITY
Rockets @2nd
Bows
DEXTERITY
AGENT
Scout
INTUITION
Sneak, Survival, Navigation, Tools, Tracking, Hide, Camouflage
Athlete
DEXTERITY
Climb, Swim , Run, Jump, Dive, Ride etc.
Infiltration
LOGIC
Forgery, Disguise, Sleight of hand, Surveillance, Bugs, Bonds
TECH
Infotech
LOGIC
Operate Computer, Bypass Computer Security,
Information Retrieval, Program Computer, Repair Computer
Hardtech
LOGIC
Demolition Tools, Bypass non-computer security,
Mechanical Repairs/Alterations (Vehicles, Robots etc. – not the CPU)
Pilot
INTUITION
Large Land & Fly @2nd,
Large Fly & Underwater & Space @ 3rd.
Any large @4th.
SCIENCE
Natural Sciences
LOGIC
Chemistry & Geology
Ecosystems
LOGIC
Climate & Ecosystems
Medicine
LOGIC
Administer Drugs, First Aid, Diagnosis, Surgery, Neutralize Toxins
Psycho Social
INTUITION
Empathy, Persuasion, Alien Communication, 
Hypnosis, Psycho-Pathology

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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