Alpha Dawn - Star Frontiersman
Alpha Dawn - Star Frontiersman
Alpha Dawn - Star Frontiersman
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STR/ DEX/ INT/ PER/<br />
STA RS LOG LDR PS IM<br />
Human 45/45 45/45 45/45 45/45 3 5<br />
Dralasite 50/50 40/40 45/45 45/45 3 4<br />
Vrusk 40/40 50/50 45/45 45/45 2 5<br />
Yazirian 35/35 50/50 50/50 45/45 2 5<br />
Sathar 40/40 40/40 45/45 45/65 2 4<br />
What skills does the NPC have?<br />
In many situations this question can be ignored<br />
because the NPC will not have a chance to use a<br />
skill. In combat or other situations where an NPC<br />
has a chance to use a skill, skills and levels should<br />
be assigned.<br />
The typical colonist or clerk will have little or no skill<br />
with weapons. Police, government agents and other<br />
people who commonly carry weapons will have level<br />
2 skill with them. Leaders will have higher skill<br />
levels or skill with several types of weapons. Only<br />
about 1 in 10 characters will have any skill with<br />
melee weapons or in martial arts. Other skills can be<br />
assigned based on the needs of the encounter. In<br />
general, though NPCs with high-level skills should be<br />
rare.<br />
How is the NPC equipped?<br />
Sometimes the referee will need to decide what<br />
equipment an NPC has. This decision should be<br />
based on the NPC's job and his purpose in the<br />
adventure. For example, police need weapons and<br />
characters with special skills need toolkits. Some<br />
NPCs may have things that would be useful to the<br />
player characters. If an NPC has a piece of<br />
equipment that uses energy, the referee should<br />
decide how much energy the item contains. This<br />
also applies to weapon ammunition and medkit<br />
drugs.<br />
Does the NPC have anything the player<br />
characters need?<br />
Depending on the NPC's purpose in the adventure,<br />
he might have or know something that will give the<br />
players a clue, a missing bit of information or an<br />
important piece of equipment. The referee also must<br />
decide how the player characters can get what they<br />
need from the NPC.<br />
Creating NPCs (Summary)<br />
1. What is already known about the NPC?<br />
2. Why does the NPC act the way he does?<br />
3. How will the NPC react to the player characters?<br />
4. What are the NPC's ability scores?<br />
5. What skills does the NPC have?<br />
6. How is the NPC equipped?<br />
7. Does the NPC have anything the player characters<br />
need?<br />
102<br />
NPC Reactions<br />
During an adventure the referee must decide how<br />
NPCs react to the player characters. NPC reaction<br />
should be based on the NPC's purpose in the<br />
adventure and his motives. NPC reactions can be<br />
modified by the actions of the player characters, the<br />
NPC's past experiences with the player characters<br />
and the NPC's and PC's races. The referee should<br />
keep in mind that each NPC is different and might<br />
react differently.<br />
If the referee does not determine the NPC's reaction<br />
ahead of time, his reaction can be determined<br />
randomly. The player character that is encountering<br />
the NPC must make a Personality check. If this<br />
check is successful, the NPC will react in a favorable<br />
or friendly manner. If the check fails, the NPC will<br />
be hostile, unfavorable or non-committal. The<br />
referee can give the character a positive modifier if<br />
he thinks the player character is being especially<br />
friendly or if the NPC is an easy-going person. The<br />
referee also can give the character a negative<br />
modifier if the player character is being rude or has<br />
mistreated this NPC before, or if the NPC is surly or<br />
unfriendly or simply too busy to be bothered. An<br />
NPC always will be unfriendly on a roll of 96-00.<br />
Reaction rolls can be modified by the player<br />
characters' and the NPCs races. The Racial Reaction<br />
table lists these racial reaction modifiers. Find the<br />
race of the NPC, and then find the race of the player<br />
character that he is reacting to; then adjust the<br />
player character's Personality score by the value<br />
listed.<br />
This table adds some complexity to the reaction<br />
system, so its use is optional. Referees must decide<br />
whether they want to use it in their campaigns.<br />
Race Human Dralasite Vrusk Yazirian Sathar<br />
Human 0 0 -10 -5 -20<br />
Dralasite 0 +10 +5 0 -20<br />
Vrusk -5 0 0 0 -10<br />
Yazirian -5 -10 0 0 -30<br />
Sathar -20 -30 -10 -20 0<br />
NPC Friends and Foes<br />
As the players guide their characters through<br />
adventures, they should keep track of the friends<br />
they meet along the way. One of the benchmarks of<br />
a worldly character is the number of people he can<br />
contact who know him – and my be able to help him<br />
accomplish his missions.<br />
By the same token, referees should be prepared to<br />
keep track of the people, corporations, and political<br />
groups that the player characters cross. That way,<br />
when they encounter the same people again (or