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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

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