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Star Frontiers Techs 01

Human and Dralasite Techs working on an Explorer on the field.

Technological (primary skill area) are the skills and training that deals with various types of machines. This is a fairly easy field to get into, as their are no shortage of technical courses, and it is one of the most common skill areas in the frontier.

All of these skills allow characters to repair damaged equipment within their related field. If the damaged equipment is repaired in a shop, there is no chance it will break down again on its own. When a repair is made away from a shop ("in the field") with a personal toolkit, there is a chance that the device will break down again. This chance accumulates from day to day (a device has a 10% chance to break down in the first 20 hours, 20% in the second 20 hours, 30% in the third, and so on). When something breaks down, the damage maybe minor, major or total. A minor repair could take 1-10 minutes, a major repair could take 1-10 hours, while repairing something totaled could take anywhere between 10 to 100 hours.

Skills

There are three different Technological skills:

  • Computers cover all computer systems and computer programing. This skill covers the following sub-skills:
  • Bypass Security (30%, +10% per level, -10% per computer level) is used to bypass a Security Program manually by rewiring the computer, and requires a robcomkit.
  • Defeat Security (60%, +10% per level, -10% per computer level) is used to brake a Computer Security program, so a computer system can get altered without triggering tho alarms.
  • Display Information (80%, +10% per level, -10% per computer level, +20% for leaned programs) is use to display any information in the computer's memory. It is especially useful for getting lists of programs that are stored in the computer, personal records, and raw, unprocessed data that is loaded and waiting to be fed into a program.
  • Interface Computers (30%, +10% per level, -10% per computer level) is used to link two computers together into a LAN, either by connecting them with wires or through some communication system such as phone lines or a radio link.
  • Manipulate Program (50%, +10% per level, -10% per computer level, +20% for leaned programs) is used to run, change, or purge programs from a computer.
  • Operate Program (100%, +10% per level, -10% per computer level)
  • Repair Computer (40%, +10% per level) is used to fix computer systems that breakdown or have become damaged.
  • Write Programs (no roll needed) allows a programer to to write their own programs (learn one program per level, equal to current level, and get +20% to manipulate programs and detect security, plus a half-off discount)
  • Robotics specializes in robots. Robots are complex, mobile machines that are designed to perform specific jobs. This skill covers the following sub-skills:
  • Activate/Deactivate (100%) allows for a robot to be turned no or off a robot by removing a simple protective plate, to get into the internal circuitry. This can happen even while fighting a robot, but this leave the specialist open to an attack.
  • Add Equipment (100%) is used to personally install new equipment on a robot without the 10% installation fee.
  • Alter Functions (60%, +10% per level, -10% per robot level) is used to alter a robot's functions, as long as it dose not violates the robot's mission or requires programs the robot does not have, in which case, it will will ignore the new function.
  • Alter Mission (50%, +10% per level, -10% per robot level) is used to alter a robot's mission, and it will follow its new mission even the new mission requires programs the robot does not have.
  • Identify (100%, +10% per level, -10% per robot level) allows an expert to determine a robot's capability (type, robot level, mission, and functions) simply by looking at it.
  • List Functions (90%, +10% per level, -10% per robot level) calls up the exact mission and functions, as well as get a list of all the programs in a robot.
  • Remove Security Lock (70%, +10% per level, -10% per robot level) is needed to alter a robot's functions or mission, or to call up a list of it's functions, if it has a Security Lock.
  • Repair Robot (40%, +10% per level, -10% per robot level) is used to fix damaged or worn-down robots and systems.
  • Technician covers machinery and mechanical engineering in general. A techkit is needed for all these subskills except Operate Machinery. This skill covers the following sub-skills:
  • Deactivate Alarms/Defense (40%, +10% per level, -10% per alarm level) is used to bypass and disable security systems.
  • Detect Alarms/Defense (60%, +10% per level, -10% per alarm level) is used to spot hidden security systems.
  • Open Locks (50%, +10% per level, -10% per alarm level) is used to open locks without the necessary "key."
  • Operate Machinery (50%, +10% per level) deals with operating vehicles, including starting them, driving them and using it to do anything it was designed to do. A technician can try to operate any ground or water vehicle, regardless of his level. At 2nd level he can fly a jetcopter. At 4th level he can fly an aircar, and at 6th level he can operate rocket-powered machines.
  • Repair Machinery (40%, +10% per level) is to fix vehicles, large and small machines, and electrical equipment (including video and communication devices). They can not repair computers or robots.

Pay Grades

Daily Pay by Skill Level 1 2 3 4 5 6
Computer Operator 70 80 90 100 110 120
Roboticist 60 70 80 90 100 110
Technician 50 60 70 80 90 100
Experience Point Costs
Primary 4 8 12 16 20 24
Secondary 8 16 24 32 40 48

Note: Daily pay is based on one's highest skill level. Each additional skill would only yield 10 credits per skill level. For example, a level 3 Roboticist/level 2 Sharpshooter/level 1 Medic would be paid 110 Cr/day (80+20+10=110). Wages maybe adjusted for hazard/combat pay bonuses, scarcity of talent, royalties, healthcare, or any other negotiated pay settlement.

(Cited form Star Frontiers: Alpha Dawn Expanded Game Rules)

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