Proficiency Groupings

This chart creates a rating class of how efficient a character is. As you can see a skill rating of 40 is classified a professional and is the base figure for the time taken to accomplish tasks. A Game Master (GM) may not want a player to roll for their character because the character's skill level will reflect on their ability to accomplish a task. A GM may have a player make a roll to see how effective a repair is or how thorough a job the character accomplished. A modifier may be given, to a roll, if they are trying to accomplish a task quicker than they could normally accomplish it. In some cases a characteristic and skill can be averaged to determine a efficiency grouping. The group number can be used to classify how qualified a character is and may encourage a player to work on improving skills. Just read the chart and comments below and have fun with it.

T. Olson

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Group Number

Description of Group

Skill Rating

Time Multiplier

0

Semi Skilled

1 - 9

?

I

Basic Proficiency

10 - 24

10

4.5x

15

3x

20

2x

II

Average

25 - 39

25

1.75x

30

1.5x

35

1.25x

III

Professional

40 - 59

40

1x

45

.95x

50

.9x

55

.85x

IV

Master Level

60 - 79

60

.8x

65

.75x

70

.7x

75

.65x

V

Expert Level

80 - 94

80

.6x

85

.55x

90

.5x

VI

Exceptional Level

95+

95

.45x

100

.4x

 

Time Factors: If a character can take more time he could get a bonus for his roll depending on how much extra time he is able to take to continue. For instance a result that is a incomplete or a failure may give a +5 modifier to the next roll up to a maximum of + 20.

Here are some possible Time Modifiers for the bonus.

1.5x normal time required +5 bonus
2x normal time required +10 bonus
3x normal time required +15 bonus
4X normal time required +20 bonus

This bonus demonstrates the time and work being put forth into the task. So if a player decides that they want to get the use of the best bonus, the character would have to put in 4x the time in. Also the opposite is true, if they have less time a similar penalty could result.

 

First Skill Rating System: The first skill rating system is to average the characteristic along with the skill number to get a die roll rating. It is the same system used for combat hand to hand and weapons use. Like averaging the dexterity characteristic with the hand to hand skill rating or to-hit modern with weapons. Just like the graze for modern weapons use, a skill die roll within 10 of the needed number would be a minimal result. This sytem would allow the characteristic rating to aid weak skills and give the player a better chance for success. For something different and more complex look below.

Second Skill Rating System: This rating system would show how well or how bad a character is dealing with a task. The results could be a complete, moderate, minimal, to a incomplete and failed attempt. Also showing a impossible task and or disastrous results.

The Gray Area : Averaging the character's appropriate characteristic with the skill rating can produce a gray area, which may allow a character to continue a task without bad results. If a roll goes beyond this gray area the character is unable to analyze or possibly comprehend the current situation and obviously cannot work on the task until either new information comes to light or the situation changes. If a roll fails by more than 15 outside the gray area a disaster may result. So how do we figure out the ratings? We use the actual skill rating and average with the appropriate characteristic. The adjustment area would be that if the job or repair roll is made within 10 of the needed skill number a minimal result would occur. Making the job borderline, or item barely working or very limited in its ability. If the result fails by more than 15 outside the gray area a disaster may occur.

Example: the shuttle repair isn't going well and a minimal success occurs. Thrag a Tellerite Engineer with an intelligence of 76 is trying to repair the damaged shuttle. His skill in Shuttlecraft repair is a 45 and his gray area is a 61 (the average of his skill and intelligence rounded up) he rolls a 37 (45-37=8) which is within 10 of the needed skill number . So his repair is a minimal success, it is operational enough to get them out of the area but not capable to get in orbit. With continued repairs he may make it more operational if he can locate more parts. Now if Thrag rolled a 54 he would have failed his repair roll but would still be able to work on the shuttle because he comprehends what the problem is. If Thrag had rolled a 65, outside of his gray area, he would not be able to work on the shuttle any further because the problem is to big for him to handle. If Thrag would have rolled a 77 or more a disaster could result such as the shuttle engine overloading causing it to explode. This result could possibly hurt himself and or someone else (GM's discretion on what nasty result could occur) to just frying all the components into a huge slag. Either result could make the shuttle irreparable. A luck roll could decide the difference in the result.

When the gray area overlaps the skill number, this would be an automatic minimum result, which could exceed the regular minimal effect result of 10.

Example: Ensign Franklin a security officer has an intelligence of 50 and a Security Procedure rating of 80. His gray area starts at 65 (the average of 50 and 80 = 65) making that his minimal result cutoff (15 less of 80) which is greater than the 10 which is normally used.

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