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Alpha Dawn - Star Frontiersman

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Racial Abilities<br />

Players can choose to make their characters<br />

members of one of four races: Human, Dralasite,<br />

Vrusk or Yazirian. These are described in greater<br />

detail in the Characters section.<br />

Humans are similar to Earthmen, but these<br />

Humans developed on another planet closer to the<br />

center of the galaxy. Humans are considered the<br />

average characters in STAR FRONTIERS games, so<br />

their abilities are not modified when the character is<br />

created.<br />

Dralasites are rubbery, elastic aliens sometimes<br />

called "blobs." They can change their shape at will.<br />

creating as many artificial arms and legs<br />

(pseudopods) as they need at the moment. They are<br />

stronger than Humans, but are also slower. They<br />

enjoy philosophical debates and have a very strange<br />

sense of humor; they love telling old jokes and puns<br />

they hear from Humans.<br />

Vrusk look like large insects, and are sometimes<br />

called "bugs." They are quicker than Humans, but<br />

are not as strong. Vrusk are excellent businessmen<br />

and merchants. They love art, beauty and music.<br />

Yazirians are tall, light-boned humanoids with furry<br />

manes around their necks. Humans nicknamed them<br />

"monkeys" because they look a little like<br />

chimpanzees. Thin membranes that stretch between<br />

their arms, torso and legs allowed Yazirians to glide<br />

between the trees on their native planet. They are<br />

generally smarter and quicker than the other races,<br />

but are not as strong. Their eyes are very sensitive<br />

to light, so they usually wear dark goggles during<br />

the day. Yazirians were very warlike in the past, and<br />

are still considered pushy and aggressive by other<br />

races.<br />

Racial Abilities<br />

Each of the non-human races have special abilities<br />

that cannot be defined by the standard eight<br />

abilities and thirteen skills. These abilities are<br />

explained in detail in the Characters section.<br />

Some of the special race abilities possess a score,<br />

expressed as a percent. Characters attempting to<br />

invoke their special ability simply roll d100 and must<br />

roll less than or equal to their listed chance of<br />

success. Note that these special race abilities can<br />

be increased through character development, and<br />

can be assessed bonuses and penalties based on<br />

situational modifiers just like making any other<br />

ability check or skill check.<br />

MOVEMENT<br />

A character can only move so fast. This is a factor<br />

of his race and the terrain he moves through. The<br />

Movement Table below shows movement rates for<br />

the different races. The hourly rate assumes the<br />

character is walking and resting periodically. The<br />

movement rate per minute is 10 times the rate per<br />

turn. The movement rate per day is the hourly rate<br />

multiplied by the number of hours the characters<br />

traveled (often ten hours of travel).<br />

MOVEMENT RATE TABLE<br />

Walk/ Run/ Travel/<br />

Race Turn Turn Hour<br />

Dralasite 5m 20m 3km<br />

Human 10m 30m 5km<br />

Vrusk 15m 35m 6km<br />

Yazirian 10m 30m 4km<br />

Sathar 10m 20m 3km<br />

Endurance<br />

A character can run at top speed for a number of<br />

minutes equal to his Stamina score divided by 10,<br />

rounded up. The character then must rest for 10<br />

minutes before running again. If characters walk for<br />

more than 10 hours, they move at half speed and<br />

their Dexterity scores and Reaction Speeds are<br />

reduced by half until they sleep.<br />

Terrain<br />

The type of terrain a group is crossing affects how<br />

fast the group can travel. The TERRAIN EFFECTS<br />

TABLE shows how various types of terrain affect<br />

speed. The types of terrain are described below.<br />

Clear -- Any area that allows easy, unobstructed<br />

movement. Includes plains, prairies, salt flats, dirt<br />

roads and fields.<br />

Broken Ground -- Any area with obstructions or a<br />

loose, shining surface. Includes steep hills, sand<br />

dunes, ice or snow fields, forests and gravel slopes.<br />

Rugged -- Any area that requires travelers to pick<br />

their path carefully, or that channels them into a few<br />

unblocked passes. Includes mountains, canyons,<br />

jungles, cratered plains and caverns.<br />

Bogs -- Wet areas with lush vegetation, shallow,<br />

open water and other ground that impedes<br />

movement. Includes swamps, marshes, mud flats,<br />

mineral terraces and slush.<br />

Open Water -- Large areas of water such as lakes,<br />

rivers and oceans.<br />

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