EXPANDED SKILLS LIST

ACOUSTICS
Success Rate: Skill Level
Pr: Physics, techkit or proper tools and facilities

This skill allows the character to build and repair white noise generators, noise insulators and bafflers, and sonic-protection gear (headphones, helmet liners, and so forth). No more than one item can be constructed per week, but the price in materials is 10% less than the normal item cost. When repairing acoustic devices use the standard repair rule.

AGILITY
Success Rate: Automatic upon selection of techex profession

When a character chooses the techex profession he automatically receives this bonus skill. It is assumed that a techex character spent his youth working with intricate equipment, thus raising his agility above the average. The character has 7 points that he can now add to his DEX/RS combination in whatever manner he wishes (e.g., 3 to DEX, 4 to RS).

ANALYZE ANIMAL BEHAVIOR
Success Rate: Skill Level +2 Column Shift

A character with this skill can, if given four turns of observation, make an analysis of whether an animal is aggressive or harmless. Further observations, for 1d10 hours, can also inform the character of whether an animal's den or lair is nearby and what its eating, drinking, and other habits are. For a complete analysis of a creature and how it fits into its surrounding environment, the character would have to use the Analyze Ecosystems skill.

ANALYZE ECOSYSTEMS
Success Rate: Skill Level
Pr: Biology Level 3

This skill allows a character, after spending at least 200 hours studying an area, to accurately analyze an ecosystem. An ecosystem study encompasses the interactions of all the plants and animals that make up the local environment. If an ecosystem is upset or out of balance, entire species can become extinct and whole regions devastated by floods, droughts, or other natural disasters. In analyzing an ecosystem the character can determine if it is balanced and, if not, how to restore the balance. This skill does not allow analysis of individual animal habits.

ANIMAL TAMING
Success Rate: Skill Level

This skill gives a character the chance to tame a wild animal. Once tamed the animal can only be used as a beast of burden or herd animal, unless the Animal Training skill is used to make it a pet or companion. Some types of creatures are more difficult to train than others. The following creatures have a -1 Column Shift modifier to the skill check: all tiny creatures, giant herbivores, all insectivores, large omnivores and carnivores. Giant omnivores and carnivores require a -2 Column Shift. Monsters, particularly vicious creatures, or Sathar-developed creatures, cannot be tamed. Examples of monsters would be sand sharks, queequeg, and slither, all included in the Star Frontiers Expanded Rules.

Taming a creature can be time consuming and dangerous. The time required depends on its size and type and is left to the referee's discretion. If a character fails the skill check he must roll 1d100, 01-25 means that the creature attacks the character attempting to tame it.

A character failing a skill check may try again on the same creature after a suitable period of time has elapsed, with a +1 Column Shift bonus (-1 Column Shift if the creature tried to attack the character). Once three skill checks have been missed on the same creature, it is considered untamable.

Taming a creature requires the character with the Animal Taming skill to work with the animal day after day. If he misses more than two days of taming time, the creature returns to its original state. Once tamed, however, an animal remains so unless abandoned. Just because a creature is tamed does not mean it does not require a cage, pen, or corral, it simply means that the creature will not attack unless unusually provoked.

ANIMAL TRAINING
Success Rate: Skill Level
Pr: Animal Taming Level 2, animal to be trained must be tamed

A character making a successful check with this skill can train a tamed animal. Training includes teaching an animal to carry a rider and obey riding commands, to guard a location and only allow known characters to pass, or to follow a command word. Commands are simple instructions such as "fetch," "attack," "return," etc. and simple nouns, like weapon, Vrusk, box, etc. Teaching an animal requires days, sometimes weeks, of work. The time required depends on the intelligence of the animal and what is being taught.

APPRAISALS
Success Rate: 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.

ARCHAEOLOGY
Success Rate: Skill Level +1 Column Shift

This skill is the scientific study of the life and culture of ancient peoples, through examination of excavations of ancient cities, relics, and artifacts. A successful skill check allows a character to tell the approximate age of an item, what its use might have been, and what the race was like who used it. This is all subject to varying factors, of course, such as the alienness of the item to the character or cases of extreme antiquity. If an entire site is being studied, a number of successful checks over a long period of time must be made to get an overall picture.

BIOLOGY
Success Rate: Skill levels of Botany and Zoology
Pr: Minimum of Botany Level 2, Zoology Level 2

A character who is a botanist and a zoologist can use these skills as a foundation for becoming a biologist (at least two levels in each is required).

A Biology skill allows for the integration of the two sciences and is an introductory skill of other skills, such as Exobiology and Analyzing Ecosystems.

Furthermore, a biologist will be able to discern information in the following areas from a specimen: organ functions, effects of glands and hormones, chemical makeup, vitamins and proteins, life functions, and parasites. This last ability, parasitology allows the character a skill check to identify parasite, know what kind of animals the will infest, know what diseases they carry, and determine the best way to eradicate them. Biology Level 2 allows the character to remove glands and sacks from dangerous plants or animals, thus safely retrieving poison or acid. Biologists of the third level can join the Federation Biological Society, a large and powerful group of scispecs who fund many explorations on known and newly discovered planets.

BIONICS
Success Rate: Skill Level
Pr: Robotics: Modifications Level 2, Medical Treatment: Wounds IV Level 3, Medical Treatment: Infection, proper equipment and facilities

A surgeon with this skill can attach a bionic part to a living organism. The most common uses of bionics are as replacements for lost limbs or organs. The time required to heal from such an operation and learn how to use a bionic limb is weeks, sometimes months (referee's discretion). Both Bionics and Cybernetics will be covered in further editions of Zebulon's Guide to Frontier Space.

BLUFF
Success Rate: 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.).

BODY SPEAK
Success Rate: Level +X

This skill allows a character to use exaggerated body movement as a form of communication with others possessing this skill. It is most useful when the characters wish to communicate while keeping completely silent (as in laying an ambush) or at a distance where even shouting cannot be heard but radio silence is desirable. Simple phrases can be used, like "go... city... fetch... doctor." Only characters with Body Speak can understand it. Since body speak uses universal symbols, anyone with the skill can understand anyone else using it. It is sometimes used in diplomatic exchanges until a proper translator can be found.

BOTANY
Success Rate: Skill Level +2 Column Shift

A character with this skill is schooled in the science of plants, their life, structure, growth, classification, etc. Only a character with Botany can name a new plant life form or use a Flora-CAS to analyze a botanical sample.

A successful Botany analysis indicates the type of plant the sample is and whether it is edible or poisonous. A botanist making a successful skill check when inquiring about a plant's potential medicinal or poisonous properties is told which of these uses the plant may have. Any facet of the campaign dealing with plant life should be handled by a botanist or biologist.

CAMOFLAGE
Success Rate: Skill Level

Camouflage is the art of concealing a large area, structure, or vehicles outside in natural cover. A vehicle painted a camouflage coloration pattern can be very difficult to see. A structure that is covered with vegetation and shaded correctly is almost invisible until you get close to it. The use of Tracking to cover tracks leading to the structure or vehicle is sometimes necessary to complete the camouflage. If the skill check is made, then there is no chance for an observer who is far away for flying above to see the camouflaged item or structure. The referee may modify this as he wishes for type of optics used, distance, etc. Any characters inside a camouflaged structure or vehicle are considered concealed. The referee should note that what is camouflage for one terrain type might draw attention in another. The skill check for Camouflage is secretly rolled by the referee. This is because the character will not know if he is successful until someone else spots or misses the camouflaged structure or item.

CHARISMA
Success Rate: Automatic upon selection of explorer profession

When a character chooses the explorer profession he automatically receives this bonus skill. It is assumed one of the reasons the character chose the explorer profession is because he has leadership qualities and a personality that is above average. The character has 7 points that he can now add to his PER/LDR combination in whatever manner he wishes (e.g., 2 to PER, 5 to LDR).

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.

CHEMISTRY
Success Rate: Skill Level +2 Column Shift

A character with this skill is schooled in the science dealing with the composition and properties of substances, and with the reactions by which substances are produced from and converted into other substances. Only a character with Chemistry can name a new chemical element or synthesis or use a vaporscanner or Atmospheric-CAS to analyze atmospheric samples. A successful atmospheric analysis (skill check) can indicate whether the air is breathable or poisonous, and what gases are present. A chemist making a successful skill check when inquiring about a synthetic medicine, poison, or acid is fully informed on the appropriate properties of the sample and what potential uses they may have. Any facet of a campaign that deals with chemistry should be handled by a chemist.

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.

COMMUNICATION
Success Rate: Skill Level

This skill can be used when a character must communicate with a creature whose language he neither speaks nor understands. If the character uses this skill successfully, he can communicate using very simple messages. The referee might force players to use simple messages by restricting them to two-word phrases. Vrusk possessing this skill receive an additional +1 Column Shift when using it.

COMMUNICATION DEVICES: OPERATE
Success Rate: Skill Level +1 Column Shift

Any character can operate a chronocom, radiophone, poly-vox, or progit-linked communication device. This skill allows the character to identify and operate the larger audio communication devices, such as subspace radios, space beacons, and broadcast stations. Operating a comm-device includes turning it on and using it to do anything it was designed to do. It also gives the character knowledge of standard signal codes and jargon used by professional communications men. The chance to succeed includes the possibility that the character may need to bypass a locked power switch. Obviously, if the machine is damaged or unpowered it will not start until it is repaired or repowered.

COMMUNICATION DEVICES: REPAIR
Success Rate: Skill Level
Pr: Communication Devices: Operate, techkit

This skill allows a character to repair all communication devices. This kill does not allow for the repair of vehicles, computers, robots, or machines that are not communications related. The skill is used with the standard repair rule.

COMPUTERS: ACCESS & OPERATE
Success Rate: Level +X (-1 Column Shift per computer level)

This is the prerequisite computer skill for all other computer skills, whether mainframe, specialized, or bodycomp. It allows the character to access and operate the particular type of computer he is working with. Once a character has accessed a computer successfully, he can operate that computer anytime, unless it is modified.

COMPUTERS: BYPASS SECURITY
Success Rate: Skill Level +1 Column Shift (-1 Column Shift per maxiprog level)
Pr: Computers: Access & Operate, robocomkit

If a mainframe computer has a Security (Computer) maxiprog, characters must bypass or break this security override before they can perform any other computer skill except repair. A security override will sound an alarm if anyone tries to run, alter, or purge the maxiprog without first defeating or bypassing the security override. A security override is the same level as the Security maxiprog. The referee should make the skill check roll to detect a security override secretly, since many maxiprogs have no overrides on them.

A security override can be manually bypassed by rewiring the computer. This takes only 1d10 minutes, but has several disadvantages: there is a chance equal to the success rate every day that the wiring shorts out, it requires a robocomkit, and failing the roll sets off every alarm the computer has.

COMPUTERS: DEFEAT SECURITY
Success Rate: Skill Level +2 Column Shift (-1 Column Shift per maxiprog level)
Pr: Computers: Access & Operate, robocomkit

Defeating a Security (Computer) maxiprog in a mainframe computer involves a decoding procedure on the computer itself that can take a long time (1d10 hours). At the end of this time the skill check is made. If unsuccessful, all the computer's alarms sound. If successful, the Security (Computer) maxiprog is erased.

COMPUTERS: DISPLAY INFORMATION
Success Rate: Skill Level +3 Column Shift (-1 Column Shift per computer level)
Pr: Computers: Access & Operate

A character can use this skill to display any information accessed in a mainframe computer's memory in whatever form he wishes: alphabetical, chronological, order of security value, etc. It is especially useful for getting lists of files, personal records, and raw, unprocessed data that is recorded on an A/I (Storage) maxiprog. A character receives a bonus of +1 Column shift if he is trying to display information about a maxiprog he knows. He can automatically display information about maxiprogs he wrote in the computer. Once a character displays information successfully, he never needs to roll to display again with that computer, unless it is altered.

COMPUTERS: INTERFACE
Success Rate: Skill Level (-1 Column Shift per computer level)
Pr: Computers: Access & Operate, robocomkit or a CAC

With this skill a character tries to link two computers together, either by connecting their wiring or through some intermediary device like a Computer Access Computer (CAC). Once the two computers are linked, the character can perform all of his known computers skills (except Computers: Bypass Security and any repairs) from either computer. The computer level used in the skill check is the highest level of the two computers. The speed of the computer communications would be that of the lower and slower level.

COMPUTERS: PROGRAM MANIPULATION
Success Rate: Skill Level +1 Column Shift (-1 Column Shift per maxiprog level)
Pr: Computers: Access & Operate

A character with this skill has a chance to successfully run a maxiprog's program, alter it, or purge it from a mainframe computer. If the maxiprog is one that the character is familiar with, he gets an additional +1 Column Shift bonus. If the program is one he has programmed into the maxiprog itself, or if it is one he has successfully run before, the character can run it automatically.

A character may want to alter a maxiprog before running it. For example, a Maintenance (Life Support) maxiprog does not normally let someone shut down the life support system or release a poison gas into the air. The maxiprog could be altered, however, to allow the operator to do either of these things. The referee should note that a character usually must run the maxiprog successfully after altering it before the changes have any effect.

Purging a maxiprog means wiping the program out of the Johnson Field's memory, either to destroy it or make room for a new one. A character can purge any maxiprog he wrote.

COMPUTERS: PROGRAM WRITING
Success Rate: Special
Pr: Computers: Access & Operate, Computers: Program Manipulation

A character with this skill learns to write his own programs into a maxiprog for mainframe computers. For every skill level gained, he learns how to write one computer program. The player should pick a functional area listed under maxiprogs in the Mainframe Computer section of this book.

When a character writes a program, its level is one-half his current level with this skill, rounded up, no matter when he learned the program. For example, a character who learns a Security (Internal Installation) program at first level can write a third-level version of it when he takes his fifth skill level. A character can continue learning new programs and begin making up his own (with the referee's priority approval) after he reaches sixth level; each additional program costs 4 experience points to learn.

A character who knows how to write a particular program can buy that maxiprog at half-price for his own mainframe computer, if he spends 12 hours upgrading it when he first purchases it. A character who has created a new program may sell it on the open market or to a mega-corp (or black market if he desires). The price should be set by the referee in comparison to other costs in his game. The character then gains an additional +2 Column Shift when trying to manipulate that program or detect security on it in any mainframe computer.

COMPUTERS: PROGRAM BODYCOMP
Success Rate: Skill Level +1 Column Shift
Pr: Computers: Access & Operate, robocomkit

A character with this skill can use the progit reprogrammer device to alter or purge a progit. Since progit programs are relatively simple, both the manipulating and writing abilities have been combined into one skill. Once a progit has been purged, a new program can be written into it by the progit reprogrammer using another already established progit. It is left to the referee's discretion as to the content and time it would take to write a new progit program. It should not be more complex than any progit already listed. A progit can be erased in one hour.

COMPUTERS: REPAIR BODYCOMP
uccess Rate: Skill Level +1 Column Shift
Pr: Computers: Access & Operate, robocomkit

When a bodycomp computer or a bodycomp's processor pack breaks down or is damaged, it can only be repaired by a character with this skill. The size of the bodycomp or processor pack does not affect the character's chance to repair it. Both are repaired according to the standard repair rule.

COMPUTERS: REPAIR MAINFRAME
Success Rate: Skill Level +1 Column Shift (-1 Column Shift per computer level)
Pr: Computers: Access & Operate, robocomkit

When a mainframe computer breaks down or is damaged, it can only be repaired by a character with this skill. Mainframes are repaired according to the standard repair rule.

COMPUTERS: REPAIR SPECIALIZED
Success Rate: Skill Level +1 Column Shift
Pr: Computers: Access & Operate, robocomkit

When a specialized computer breaks down or is damaged, it can only be repaired by a character with this skill. Specialized computers are repaired according to the standard repair rule.

CONCEALMENT
Success Rate: Skill Level or Level +X

Concealment is the art of hiding in natural cover and is usually used outdoors. If, however, the referee decides that, due to unusual structure, decor, lighting, or other factors, the inside of a structure offers enough places for concealment, the character can try to use this skill inside. If a character does not move or make noise once he is concealed, the skill check to remain concealed every turn following is at Level +X.

CRYPTOGRAPHY
Success Rate: Skill Level
Pr: If a language code or cipher is used, character must know the language it is in.

This skill allows a character the chance to decode an unknown cipher or code. If the code is a specific language, then the character must know the language before attempting to break the code. Almost all of the civilized systems use the same mathematical system for ease of trading and manufacturing, so mathematical codes (which are the most common) are easier to decipher.

CYBERNETICS
Success Rate: Skill Level
Pr: Bionics Level 3

This skill is quite advanced and is used when a character has enough experience to start building cyborgs (cybernetic organisms). Cyborgs will be detailed in later editions of Zebulon's Guide to Frontier Space.

DISGUISE
Success Rate: Skill Level +1 Column Shift
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: Skill Level +2 Column Shift
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.

EMPATHIC UNDERSTANDING
Success Rate: Skill Level

Empathic Understanding allows a character to gain a general impression of the mood and intentions of an individual or group. In order to use this skill, the character must be able to see or hear the individuals or group.

The information that a characters gains by using this skill is very vague and undefined. The referee should use descriptions like hostile, curios, cautious, helpful, fearful, neutral, etc.

Empathic Understanding can be used by a character only once per encounter. Dralasites possessing this skill have a +1 Column Shift when using it.

ENDURANCE
Success Rate: Automatic upon selection of enforcer profession

When a character chooses the enforcer profession he automatically receives this bonus skill. It is assumed one of the reasons the character chose the enforcer profession is because of the time spent during his youth working on his Stamina and Strength. Because of this his Endurance is above average. The character has 7 points that he can now add to his STR/STA combination in whatever manner he wishes (e.g., 5 to STR, 2 to STA).

ENGINEER: ALTERNATE ENERGY
Success Rate: Skill Level
Pr: Physics Level 2, proper materials, tools, and facilities

A character with this skill has knowledge of solar, wind, hydro, chemical, fossil fuel, electrical, and planetary thermal generators and plants. This knowledge includes how to use them, how and why they break down, how to repair them, and how to design new generators and power supplies.

ENGINEER: ARCHITECTURAL
Success Rate: Level +X
Pr: Physics Level 2, Engineer: Civil

A character with this skill has knowledge of most normal architectural and construction practices, including the location of plumbing, wiring, ventilation shafts, etc. This skill also allows a character to design buildings.

ENGINEER: CIVIL
Success Rate: Level +X
Pr: Physics Level 1, proper materials, tools, and facilities

A character with this skill has knowledge of most major methods of road, sewage, canal, dam, harbor, and bridge construction including pipe and sewer layouts and passages.

ENGINEER: HYDRAULIC
Success Rate: Skill Level
Pr: Physics Level 1, proper materials, tools, and facilities

A character with this skill has knowledge of fluid mechanics and theories, including how to use hydraulic machinery, how and why there are hydraulic leaks, how to repair them, and the how to design hydraulic generators, machines, and power supplies. The time, material, and financial requirements, along with the statistics of a hydraulic machine (use, fluid usage, etc.), are left to the referee.

ENGINEER: MECHANICAL
Success Rate: Skill Level
Pr: Physics Level 2, proper materials, tools, and facilities

This skill gives the character a chance to design and build normal machinery not covered by other skills. The time, material, and financial requirements, along with the statistics of the machine (use, energy usage, etc.), are left to the referee.

ENGINEER: MILITARY
Success Rate: Skill Level
Pr: Physics Level 2, proper materials, tools, and facilities

This skill gives the character a chance to design and build a new type of weapon. The time, material, and financial requirements, along with the statistics of the weapon (range, damage, energy usage, etc.), are left to the referee. Some other skills may be necessary to use with this skill for certain weapons (Acoustics for sonic weapons, Optics for laser, etc.).

ENGINEER: NUCLEAR
Success Rate: Skill Level
Pr: Physics Level 3, proper materials, tools, and facilities

A character with this skill has knowledge of nuclear reactors and plants, including how to operate them, how and why there are radiation leaks, how to repair them, and how to design nuclear generators and power supplies. The time, material, and financial requirements, along with the statistics of the nuclear device (use, energy usage, etc.), are left to the referee.

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:

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.

EXOBIOLOGY
Success Rate: Skill Level
Pr: Biologist Level 3

A character who is an exobiologist is schooled in the science of totally alien living organisms, that is, life forms that do not resemble known animal or vegetable life forms. Only a character with Exobiology can identify and name an alien life form or use a bioscanner, Flora-CAS or Fauna-CAS to analyze an alien sample. A successful analysis (skill check) will indicate if the alien life form is edible or poisonous and whether it is dangerous to members of the known races. Any facet of a campaign that deals with completely alien biology should be handled by an exobiologist.

FINANCE
Success Rate: Level 5

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.

FIND DIRECTIONS
Success Rate: Skill Level +1 Column Shift

This skill allows a character to try to find directions in a wilderness without a compass or other aid. If the character marks a trail (lining up rocks, notching trees) or uses a map, his chance to find a direction on that path is an additional +2 Column Shift.

FORENSIC MEDICINE
Success Rate: Level +X or Level /0
Pr: Medical Treatment: All, Biology, Chemistry

This skill allows a character to perform an autopsy on a deceased character or animal and determine what was the cause of death. This information, along with being able to interpret any other signs of violence on the corpse, what the victim ate the day of his death, and determining how long the victim has been dead, can be used as evidence in a court of law. If the character or animal was an unknown alien, then the skill level is reduced to Level /0 and the information may not be accepted as evidence, unless the character is also an exobiologist, in which case his full Forensic abilities would apply.

FORGERY
Success Rate: to forge = Skill Level; to detect forgery = 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: 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.

GENETICS
Success Rate: Skill Level
Pr: Biology Level 5

A character with this skill is schooled in the branch of biology that deals with heredity and variations in similar or related animals or plants. A geneticist who creates the proper environment and spends an adequate amount of time can cross-breed two similar plants or creatures to create a new plant or creature (like a tiger and a lion forming a liger); the time and environment required is at the referee's discretion. After the fulfillment of the required time, the player must make a skill check to succeed with his experiments.

Even if the experiments work, there is a 10% chance that the creature or plant has an aberration (deformity, psychological instability, etc.) Only a character with Genetics can create a new life form this way and name it. This skill is also necessary in a character specializing in a medical background who wishes to do work on virus research and immunology. Bioengineering, that is genetically "improving" or altering characters or future characters for the purpose of creating a "super soldier," is illegal. It is known that the Sathar have perfected an improved, bioengineered "super Sathar." Any facet of a campaign that deals with genetics should be handled by a geneticist.

GEOLOGY
Success Rate: Skill Level +2 Column Shift

A character with this skill is schooled in the science dealing with the physical nature and history of most types of planets, including the structure and development of their crust, the composition of their interiors, individual rock types, the forms of life found in fossils, etc. Only a character with Geology can name a new planet or mineral or use a geoscanner or Geo-CAS to analyze a geological sample. A successful geoscanner analysis (skill check) indicates what minerals are present in the sample and the possibility of finding rich ore or gas deposits in the area. Any facet of a campaign that deals with geology or mineral lifeforms should be handled by a geologist.

GEOPHYSICS
Success Rate: Skill Level +2 Column Shift

A character with this skill is schooled in the science that deals with the physics of a planet, including weather, winds, tides, earthquakes, volcanoes, etc. and their effects on the planet. Only a character with Geophysics can name a new weather type found on an alien world or use equipment for the purpose of measuring and predicting the weather, volcanoes, earthquakes, etc. Any facet of a campaign that deals with geophysics (potential natural hazards, a planet breaking up, etc.) should be handled by a geophysicist.

HAGGLING
Success Rate: 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%.

HYPNOSIS
Success Rate: Skill Level

In order to hypnotize a character, the hypnotist must be able to speak to the subject in a common language without a translator. If the person being hypnotized is willing, this is the only requirement. If the subject does not realize he is being hypnotized, he is allowed an Intuition check. (If the hypnotist is a Sathar, his skill level is eighth, but an unwilling victim is allowed a Logic check in addition to the normal Intuition check. This change applies as it is now widely known that Sathar can hypnotize.) If he passes the check, the subject realizes what is happening and cannot be hypnotized during that encounter. If he fails the check, he can be hypnotized normally. No one can be hypnotized against his will if he realizes he is being hypnotized.

A character may try to hypnotize only one subject at a time. Hypnotizing someone takes 1d10 minutes. The hypnotist can try to hypnotize a willing subject a second time if the first attempt fails. If the subject is unwilling, the hypnotist has only one chance to hypnotize him.

Hypnosis can be used to give a character a +1 Column Shift on all melee combat rolls. This effect lasts one hour, and can be used on a character only once per day. Hypnosis can also be used as an anesthetic. A wounded character who is hypnotized can receive 5 more points of damage than normal before going unconscious. These extra points must be healed normally.

A hypnotist's most powerful ability is suggestion. A hypnotized subject believes almost anything the hypnotist tells him if it is phrased in terms believable to the subject. The hypnotized character will not do anything that is against any strong moral or religious beliefs that he has, but he can be tricked into doing things that he would not normally do. The hypnotist must give the subject a good reason to do something unusual, or convince him that the situation is not exactly as it seems. For example, a guard will not let unauthorized persons into a restricted area. A successful hypnosis skill check could convince the guard that the hypnotist is an authorized person but has forgotten his pass. The guard would believe that and let him in.

INTELLIGENCE
Success Rate: Automatic upon selection of scispec profession

When a character chooses the scispec profession he automatically receives this bonus skill. It is assumed one of the reasons the character chose the scispec profession is because of the time spent during his youth studying, experimenting, and generally improving his intelligence, which is now above average. The character has 7 points that he can now add to his INT/LOG combination in whatever manner he wishes (e.g., 3 to INT, 4 to LOG).

LAW
Success Rate: 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.

MACHINERY OPERATION
Success Rate: Skill Level +2 Column Shift

This skill allows the character to identify and operate small and large machines, such as large power tools, manufacturing machines, and other nonvehicular machinery not covered in other skills. Operating a machine includes starting it and using it to do anything it was designed to do. The chance to succeed includes the possibility that the character may need to bypass a locked start switch. Obviously, if the machine is damaged or unpowered it will not start until it is repaired or repowered.

MACHINERY REPAIR
Success Rate: Skill Level
Pr: Machinery Operation, techkit or proper tools and facilities

This skill allows a character to repair large and small machines, such as power tools, manufacturing machines, generators, electrical equipment, freeze fields, sample analysis machines, and security scanning devices. This skill does not allow for the repair of vehicles, communications devices, computers, or robots. The skill is used with the standard repair rule.

MAKING ITEMS/STRUCTURES
Success Rates: Automatic if materials are available

This skill allows characters to make primitive tools and weapons out of stones, sticks, cords, and other natural materials. Only non-powered devices and weapons, such as bows and arrows, axes, clubs, javelins, knives, and spears, can be made. Only a javelin can be balanced well enough to use as a thrown weapon. Structures made with this skill include rope bridges, larger shelters requiring a greater use of materials than the Survival skill's personal shelter, makeshift structures in trees, rafts, and so on. The referee may allow a character to improvise tools and weapons from wreckage and scrap parts.

MATTER TRANSFERAL DEVICES
Success Rate: Skill Level +1 Column Shift

A character with this skill has a chance to operate bap bins. Bap bins are matter transferal devices that are relatively new creations. This sound they make when "beaming" cargo or creatures is similar to "bap," hence the name. They act instantaneously, but the character knows he has been bapped. The transferal requires a bin to be at both the departure and arrival point to work. The current maximum range between bins is 5000 km.

The cost of bapping is extremely high, about 10,000 Cr for a one-way trip for a single character.

Techexes who operate these devices for a living must have Matter Transferal Devices skill level 9. A White result on a skill check means that the transferal did not work at all, but the character is safe. It is only on a roll of 98-00 that the item or character being transferred was molecularly scrambled and lost forever.