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		<title>Skills - Revision history</title>
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			<title>Terl obar at 19:59, 10 March 2010</title>
			<link>http://starfrontiers.info/wiki/index.php?title=Skills&amp;diff=339&amp;oldid=prev</link>
			<description>&lt;p&gt;&lt;/p&gt;

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		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
		&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 19:59, 10 March 2010&lt;/td&gt;
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&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;The skill system has been criticized as boxy and&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;The skill system has been criticized as boxy and&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;restrictive, disallowing many character conceptions and&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;restrictive, disallowing many character conceptions and&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
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			<pubDate>Wed, 10 Mar 2010 19:59:15 GMT</pubDate>			<dc:creator>Terl obar</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Skills</comments>		</item>
		<item>
			<title>Terl obar:&amp;#32;Created page with 'The skill system has been criticized as boxy and restrictive, disallowing many character conceptions and not rewarding high ability scores. This article tries to make skills more…'</title>
			<link>http://starfrontiers.info/wiki/index.php?title=Skills&amp;diff=57&amp;oldid=prev</link>
			<description>&lt;p&gt;Created page with &amp;#39;The skill system has been criticized as boxy and restrictive, disallowing many character conceptions and not rewarding high ability scores. This article tries to make skills more…&amp;#39;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;The skill system has been criticized as boxy and&lt;br /&gt;
restrictive, disallowing many character conceptions and&lt;br /&gt;
not rewarding high ability scores. This article tries to&lt;br /&gt;
make skills more playable without breaking the&lt;br /&gt;
mechanics or giving the game a foreign feel.&lt;br /&gt;
&lt;br /&gt;
==Primary Skill Areas==&lt;br /&gt;
There are still three categories of skill, called PSA.&lt;br /&gt;
They are: Military, Biosocial, and Technological. The&lt;br /&gt;
optional Mentalist PSA still exists unchanged. When&lt;br /&gt;
creating a character, you still must select one of these.&lt;br /&gt;
&lt;br /&gt;
==Learning Skills==&lt;br /&gt;
This goes unchanged. Players spend the necessary&lt;br /&gt;
experience points (which vary by level and whether or&lt;br /&gt;
not the skill is in the character’s Primary Skill Area),&lt;br /&gt;
still require training, etc. Just as before, when you&lt;br /&gt;
learn a skill, you automatically know and can use all&lt;br /&gt;
subskills that come with it.&lt;br /&gt;
&lt;br /&gt;
==Skill Levels==&lt;br /&gt;
Skills are still rated in levels, and there are still six&lt;br /&gt;
degrees of it. The table below gives a summary:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Skill Level || Description || Education/Experience&lt;br /&gt;
|-&lt;br /&gt;
|1 || Basic Knowledge, Intern || 1 yr&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #eeeeee;&amp;quot;|2 &lt;br /&gt;
|style=&amp;quot;background: #eeeeee;&amp;quot;| Journeyman, Associates Degree &lt;br /&gt;
|style=&amp;quot;background: #eeeeee;&amp;quot;| 2 yrs&lt;br /&gt;
|-&lt;br /&gt;
|3 || Professional, Bachelors Degree || 4 yrs&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #eeeeee;&amp;quot;|4 &lt;br /&gt;
|style=&amp;quot;background: #eeeeee;&amp;quot;| Expert Knowledge, Masters Degree &lt;br /&gt;
|style=&amp;quot;background: #eeeeee;&amp;quot;| 6 yrs&lt;br /&gt;
|-&lt;br /&gt;
|5 || Elite Knowledge, Doctorate Degree || 8 yrs&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #eeeeee;&amp;quot;|6 &lt;br /&gt;
|style=&amp;quot;background: #eeeeee;&amp;quot;| Mastery, Frontier Leading Expert &lt;br /&gt;
|style=&amp;quot;background: #eeeeee;&amp;quot;| 10+ yrs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
So a character with a level 4 skill is considered an&lt;br /&gt;
expert at that skill, and is the equivalent of someone&lt;br /&gt;
with six years education and/or experience in that&lt;br /&gt;
specific field.&lt;br /&gt;
&lt;br /&gt;
==Using Skills==&lt;br /&gt;
{| align=&amp;quot;right&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Ability|| Mod&lt;br /&gt;
|-&lt;br /&gt;
|01-10 || -20&lt;br /&gt;
|-&lt;br /&gt;
|11-20 || -15&lt;br /&gt;
|-&lt;br /&gt;
|21-30 || -10&lt;br /&gt;
|-&lt;br /&gt;
|31-40 || -5&lt;br /&gt;
|-&lt;br /&gt;
|41-50 || +0&lt;br /&gt;
|-&lt;br /&gt;
|51-60 || +5&lt;br /&gt;
|-&lt;br /&gt;
|61-70 || +10&lt;br /&gt;
|-&lt;br /&gt;
|71-80 || +15&lt;br /&gt;
|-&lt;br /&gt;
|81-90 || +20&lt;br /&gt;
|-&lt;br /&gt;
|91-100 || +25&lt;br /&gt;
|-&lt;br /&gt;
|&amp;gt;100 || +30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Skills are used differently.&lt;br /&gt;
Previously, abilities had nothing to&lt;br /&gt;
do with skill success rates. Thus,&lt;br /&gt;
a dexterous character had no&lt;br /&gt;
better chance to move silently&lt;br /&gt;
than a clumsy one - skill level was&lt;br /&gt;
all that mattered. In this system,&lt;br /&gt;
abilities DO matter. Depending on&lt;br /&gt;
your character’s relevant ability&lt;br /&gt;
score, you’ll receive a modifier to&lt;br /&gt;
your chance of success based on&lt;br /&gt;
the table shown here.&lt;br /&gt;
&lt;br /&gt;
''Note:'' Combat skills do not receive this bonus. Their&lt;br /&gt;
chance to succeed is already based on your ability&lt;br /&gt;
score.&lt;br /&gt;
&lt;br /&gt;
==Unskilled Skill Checks==&lt;br /&gt;
If your character doesn’t have a necessary skill, he can&lt;br /&gt;
still take a stab at using it. Normally, this simply&lt;br /&gt;
means not receiving a level bonus (do the math but&lt;br /&gt;
assume his level is zero). Some subskills, however,&lt;br /&gt;
cannot be used unskilled; they simply require too much&lt;br /&gt;
training or specialized equipment. Your referee has the&lt;br /&gt;
final say on whether or not a skill can be attempted.&lt;br /&gt;
&lt;br /&gt;
''For example, your character wants to sneak past a&lt;br /&gt;
guard. The referee tells him to make a Stealth roll&lt;br /&gt;
(that’s a subskill of the Environmentalist skill, which&lt;br /&gt;
your character has no levels in) with Dexterity as a&lt;br /&gt;
modifier. Your character has a DEX score of 75, so you&lt;br /&gt;
get to add +15 to the base chance. The base chance&lt;br /&gt;
of Stealth is listed as “20% + level” so your chance of&lt;br /&gt;
success is 20+0+15=35%.''&lt;br /&gt;
&lt;br /&gt;
==Specialization (New option)==&lt;br /&gt;
Some characters in movies and books like to specialize&lt;br /&gt;
in a specific application of their skills. This allows them&lt;br /&gt;
extra capabilities in that field (subskill). For example,&lt;br /&gt;
your character is a skilled Psychosocialist, but you&lt;br /&gt;
really excel at the art of Persuasion.&lt;br /&gt;
&lt;br /&gt;
'''Cost.''' Purchasing Specialization costs a number of&lt;br /&gt;
experience points equal to what it would cost someone&lt;br /&gt;
of that skill’s PSA to purchase the skill at Level 1. The&lt;br /&gt;
following table shows Specialization Cost:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Skill Type''' ||'''Specialization Cost'''&lt;br /&gt;
|-&lt;br /&gt;
|Military PSA&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3 XP&lt;br /&gt;
|-&lt;br /&gt;
|Technological PSA&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4 XP&lt;br /&gt;
|-&lt;br /&gt;
|Biosocial PSA&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5 XP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Benefits.''' Whenever you perform an action related to&lt;br /&gt;
that subskill, you get +10% to your chance of success.&lt;br /&gt;
You can never specialize in more than one subskill of&lt;br /&gt;
the same skill. For example, your field medic character&lt;br /&gt;
might specialize in Minor Surgery. Later, he cannot&lt;br /&gt;
specialize in Major Surgery because he already has a&lt;br /&gt;
field of study within the Medic skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Weapon Skills.''' For weapon skills, you specify&lt;br /&gt;
weapon. For example, your character has Beam&lt;br /&gt;
Weapons and specializes in Electrostunners. Whenever&lt;br /&gt;
you use an Electrostunner you receive a +10 bonus to&lt;br /&gt;
hit, in addition to any bonus derived from your level.&lt;br /&gt;
&lt;br /&gt;
'''Martial Arts.''' For this skill, specializing really makes&lt;br /&gt;
little sense. Martial Arts is virtually a subskill of Melee&lt;br /&gt;
Weapons in this author’s opinion. However, for the&lt;br /&gt;
sake of completeness, you can specify specialization in&lt;br /&gt;
one of the following applications of Martial Arts:&lt;br /&gt;
Punching, Kicking, or Wrestling.&lt;br /&gt;
&lt;br /&gt;
==Other Types of Specialization==&lt;br /&gt;
With the referee’s approval, you may be able to&lt;br /&gt;
purchase specialization in other types of actions for&lt;br /&gt;
which no skill exists. The cost of such a skill-less&lt;br /&gt;
specialization is 10 experience points. Examples&lt;br /&gt;
include: Defending, Leaping, Driving, etc. This is the&lt;br /&gt;
only way to represent personal talent in these areas.&lt;br /&gt;
You’ll get +10 to any roll relating to your specialization.&lt;/div&gt;</description>
			<pubDate>Sat, 27 Feb 2010 02:25:25 GMT</pubDate>			<dc:creator>Terl obar</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Skills</comments>		</item>
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