Environmental Skill
Environmental Skill deals with relationships between intelligent life and
nature. An environmental specialist has training in astronomy, biology,
botany, chemistry, ecology and geology. There are nine Environmental
subskills: Analyze Samples, Analyze Ecosystem, Find Direction,
Survival, Make Tools/Weapons, Tracking, Stealth, Concealment and
Naming.
When an environmentalist is dealing with an alien or unknown
environment, he has a -20 modifier on his rolls to analyze samples or the
ecosystem, find direction, track or use survival.
ANALYZE SAMPLES
Success Rate: 50% + skill level
An environmental specialist can analyze atmospheric, biological or
geological samples.
An environmental specialist can use a vaporscanner to analyze
atmospheric samples. If the analysis succeeds, the vaporscanner will
indicate whether the air is breathable or poisonous, and what gases.
are present.
The specialist needs a bioscanner to analyze a biological sample. If the
analysis succeeds, the bioscanner will indicate what type of plant or
animal the sample was, and whether it is edible or poisonous.
A geoscanner can be used to analyze geological samples. If the
analysis succeeds, the geoscanner indicates what minerals are present
in the sample and the possibility of finding rich ore or gas in the area.
ANALYZING ECOSYSTEMS
Success Rate: 30% + skill level
An ecosystem is the combination of all the plants and animals that make
up the local environment, and their relationships to each other. If an
ecosystem is upset or thrown out of balance, entire species can
become extinct and whole regions devastated by floods, droughts or
other natural disasters. One of the environmental specialist's jobs is to
analyze local ecosystems and determine whether they are balanced
and, if not, to determine what can be done to restore balance. An
environmentalist must spend at least 200 hours studying the area to use
this subskill.
FINDING DIRECTIONS
Success Rate: 50% + skill level
An environmental specialist can try to find directions in a wilderness
without a compass or other aid. If the specialist makes a map or marks a
trail (by cutting notches in trees or lining up rocks), his chance to find a
direction on that path is increased 30%.
SURVIVAL
Success Rate: 40% + skill level
This subskill gives a specialist a chance to do several things related to
survival: find food or water (if any is available in the area), find or
improvise shelter, and set or avoid traps. If a trap is set in a built-up area
(city, farm community, etc.), there is a 50% chance it will be noticed.
This subskill also lets the environmental specialist make a special
Intuition check to predict natural disasters.
MAKING TOOLS/WEAPONS
Success Rate: 100% if materials are available
An environmental specialist can make tools and weapons out of stones,
sticks, cords, and other natural materials. Only bows, axes, clubs,
knives and spears can be made. Only the spear can be balanced well
enough to use as a thrown weapon. The referee may allow an
environmentalist to improvise tools and weapons from wreckage and
scrap parts.
TRACKING
Success Rate: 30% + skill level
An environmental specialist has a chance to follow a creature, person
or machine by watching for its trail. This skill works only in the
wilderness, not in settled areas. The specialist also can use this subskill
to cover his own tracks.
STEALTH
Success Rate: 20% + skill level
Stealth is the ability to move without being seen or heard. This ability is
useful for stalking animals, but also can be used to sneak up on guards
of follow suspects.
CONCEALMENT
Success Rate: 10% + skill level
Concealment is the art of hiding in natural cover. Once concealed there
is an 80% chance the specialist will not be seen as long as he does not
move or make noise.
NAMING
Success Rate: 100%
One of the benefits of being an environmental specialist is that when he
discovers a new plant, animal, mountain range, sea, etc., he is allowed
to name the new discovery.
A character that has Medical skill is called a medic. Medics need a medkit
to use their skill. Medics diagnose ailments, heal wounds, control infections,
neutralize poisons, cure diseases, wake up unconscious individuals and prevent
tissue deterioration.
There are nine Medical subskills: Administer Drugs, Diagnosis, First Aid,
Minor Surgery, Major Surgery, Control Infection, Cure Disease, Neutralize Toxins
and Activate Freeze Field.
If a patient is treated in a hospital or sick bay all Success Rates are increased
20%. If the patient is an animal or an unfamiliar alien, all Success Rates are
reduced 20%. These two modifiers are cumulative, so the chance to perform major
surgery on an unfamiliar alien at a hospital is normal.
ADMINISTERING DRUGS
Success Rate: 100%
Three drugs are covered under this subskill: stimdose, staydose and telol.
A medic can use one dose of stimdose to wake up an unconscious or stunned
character, or to restore 10 Stamina points to a character that was poisoned
or contracted a disease or infection. Stimdose can only be given by a medic.
If more than one dose is given in a 20-hour period, the second dose has no effect.
A medic can use one dose of staydose to place an individual in a state of
arrested animation. A character whose Stamina has been reduced to 0, but not
below -30, will be brought back to life by the drug if it is injected within
one minute (10 turns) after death. The staydose slows down the character's heartbeat
and breathing so he can survive with no Stamina points. If the character's Stamina
is brought back above 0 within 24 hours, he will live. If not, the character
dies. Only one dose of staydose can be given to a character, until his Stamina
is raised above 0.
Telol is a truth drug. Only a medic can administer it correctly. There is
an 80% chance the telol will work. If it does, the injected character will answer
up to five simple questions, using simple answers. An injected character passes
out for 1d10 hours, whether the drug works or not.
DIAGNOSIS
Success Rate: 60% + skill level
A medscanner will give a medic a brief diagnosis. This diagnosis will outline
the patient's general symptoms and will identify the ailment as a wound, a disease,
a poison or an infection.
Once the medic has a general diagnosis, he can use this subskill to get a
specific diagnosis. If he passes the skill check, the medic knows exactly what
the ailment is. With this information, the medic can use one of his other subskills
to heal the wound, control the infection, cure the disease or neutralize the
toxin.
Without a specific diagnosis, a medic can not use a subskill to treat a victim.
However, the medic can use the medscanner's general diagnosis as a guide to
which drug the victim needs. After the medic gives the injection, the victim
must roll his current Stamina or less on d100 to overcome the effect of the
poison, disease or infection. If the victim fails this roll, the drug has no
effect. A second dose given within 20 hours automatically has no effect.
FIRST AID
Success Rate: 100%
A medic can heal 10 points of wound damage automatically by using one dose
of biocort plus any appropriate items from the medkit (local anesthetics, plastiflesh
spray, etc.) Only one shot of biocort can be given to a character in a 20-hour
period. If a second shot is given within 20 hours, it has no effect. If a character
suffered more than 10 points of damage, the medic must use major or minor surgery
to heal him completely. Biocort has no effect on poisons, infections or diseases.
MINOR SURGERY
Success Rate: 40% + skill level
Minor surgery can heal up to 20 points of damage. This is in additon to the
10 points that can be healed with first aid. For every 10 points of damage (or
fraction of 10 points) that is healed, an additional dose of biocort is required.
Minor surgery also uses one dose of anesthetic. If the surgery fails, the patient
does not recover any Stamina points and one dose of biocort is used.
MAJOR SURGERY
Success Rate: 20% + skill level
Major surgery can heal any amount of damage to a character. For every 10 points
of damage (or fraction of 10 points) healed, a dose of biocort is used. The
only limit to the amount of damage that can be healed is the patient's original
Stamina and the supply of biocort. If the operation fails, the patient does
not recover any Stamina points and one dose of biocort is used up. The medic
can try minor surgery on the same patient, if he has not already. Major surgery
also requires one dose of anesthetic.Major and minor surgery are effective only
on wounds. They can not be used to heal damage from infections, diseases or
poisons.
CONTROLLING INFECTION
Success Rate: 50% skill level
Controlling infection requires a dose of omnimycin. If the attempt fails,
the omnimycin is used up and the infection is out of control. Infections are
rated by their infection strength (S) and duration (D). The infection causes
a specific amount of damage every 10 hours. For example, an S6/D8 infection
causes six points of damage every 10 hours for 80 hours if it is not controlled.
CURING DISEASES
Success Rate: 40% + skill level
Curing a disease requires a dose of antibody plus. If the attempt fails, the
antibody plus has been used up and the disease has not been cured. Diseases
are rated according to how they modify ability checks, how long the modification
lasts and whether the disease is fatal. The modifier is a negative number and
the duration is in 10-hour periods. If the duration is followed by an exclamation
mark, the disease will kill anyone it has infected after that length of time
unless the disease is treated at a hospital. For example, a -10/D10! disease
modifies every ability check the character makes by -10 for 100 hours. The victim
will die after 100 hours unless he is treated successfully at a hospital.
NEUTRALIZING TOXINS
Success Rate: 30% + skill level
Neutralizing a poison inside a victim's body requires a dose of antitox. Poisons
are rated like infections, according to how much damage they cause and for how
long. Poison damage is inflicted every turn instead of every 10 hours, and the
duration is in turns. An S7/T9 poison will cause 7 points of damage every turn
for 9 turns. Neutralizing a poison stops the poison from causing any more damage,
but does not heal damage the poison caused on earlier turns
ACTIVATING FREEZE FIELDS
Success Rate: 30% + skill level
A freeze field is a device that places a body in stasis and preserves it until
it can be revived. Only a medic can activate a freeze field correctly. A freeze
field must be activated within two minutes (20 turns) after death, or the body
can not be revived. Activating the field takes five turns. The process can be
interrupted, as long as the field is completely activated within the two-minute
time limit. If the medic does not pass his skill check and there is at least
one minute left in the time limit, he has two options: he can make a second
attempt to activate the field, or he can inject the body with staydose. If the
second attempt to activate the field fails, the body can not be revived.
Psycho-Social skill gives a character an advantage when dealing with
individuals or groups of intelligent beings. The skill can be used when
dealing with any of the major races as well as any other intelligent
species the character encounters.
T here are five Psycho-Social subskills: empathy, persuasion,
communication, hypnosis, and psycho-pathology.
Racial Bonuses. Because Vrusk have the racial ability of
Comprehension, they gain +5% on all rolls involving Psycho-Social skill.
Dralasites get a bonus of +10 when using empathy, because of their
racial ability to detect lies. These modifiers apply only if the character
has Psycho-Social skill.
EMPATHY
Success rate: 10% + skill level
Empathy allows a character to get a general impression of the mood and
intentions of individuals or groups. In order to use this skill, the specialist
must be able to see or hear the individual or group.
The information that a character gains by using this skill is very vague
and non-specific. The referee should use descriptions like hostile,
curious, cautious, helpful, neutral, etc.
Empathy can be used by a character only once per encounter. If two
characters in the group have Psycho-Social skill, each can try to use
their empathy subskill.
PERSUASION
Success rate: 10% + skill level
Persuasion lets a character try to convince a person or group to follow
a reasonable course of action suggested by the character. The
character must explain his plan to the group or person being persuaded.
If the character must use a translator, he has a -10% modifier.
A character can try to persuade a group or individual only once. If the
character misses his roll by 50 points or more, his audience will get mad
and might try to do something that is the opposite of what the character
wanted.
COMMUNICATION
Success rate: 40% + skill level
This subskill can be used when a character must communicate with a
creature whose language he does not speak or understand. If the
character uses this subskill successfully, he can communicate using
very simple messages. The referee might force players to use simple
messages by restricting them to two-word phrases.
HYPNOSIS
Success rate: 15% + 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 gets to make an
Intuition check. If he passes the check, the subject realizes what is
happening and can not be hypnotized. 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 gets only one chance to hypnotize him. If the
attempt fails, the subject gets to make another Intuition check to realize
what has happened.
Hypnosis can be used to give a character a +10 modifier on all rolls to
hit in melee. This effect lasts one hour, and can be used on a character
only once every 20 hours.
Hypnosis also can be used as an anesthetic. A wounded character that
is hypnotized can ignore the wound modifier in combat. This effect lasts
1d10 hours and can be used on a character only once every 20 hours.
A hypnotist's most powerful ability is suggestion. A hypnotized subject
will believe almost anything the hypnotist tells him. The hypnotized
character will not do something that is against his moral code or religion,
but he can be tricked into doing things 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 hypnotized guard will not let unauthorized persons into a
restricted area. If the hypnotist tells the guard that he is authorized but
has forgotten his pass, the guard will let him in.
PSYCHO-PATHOLOGY
Success Rate: 30% + skill level
Psycho-pathology subskill lets the specialist try to help characters or
creatures that are psychologically disturbed. Extreme fright, isolation, or
even unusual air and food chemistry can seriously affect an explorer's
mental condition. A psycho-pathologist can help characters recover
their confidence or forget their traumatic experiences. The specialist
also can determine what will reassure or frighten an alien or primitive.