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Alpha Dawn - Star Frontiersman

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Highway -- An artificial or natural path that is<br />

smooth, flat and generally straight.<br />

Hazardous -- Any area that cannot be crossed<br />

without a specially modified vehicle. Includes molten<br />

lava, acid pools, lime pits and frozen nitrogen or<br />

methane plains.<br />

To find a character's or vehicle's movement rate<br />

over different terrain, multiply its normal movement<br />

rate by the number shown on the Terrain Effects<br />

Table for the terrain being crossed. The result is the<br />

top speed in that type of terrain.<br />

TERRAIN EFFECTS TABLE<br />

8<br />

Travel Mode<br />

Clear<br />

Broken<br />

Rugged<br />

Bog<br />

Water<br />

Highway<br />

Hazard<br />

Walking 1.0 0.8 0.2 0.6 * 1.0 --<br />

Slithering 1.0 1.0 0.4 0.8 * 1.0 --<br />

Flying** 1.0 0.9 0.5 1.0 1.0 1.0 0.4<br />

Hovercraft 1.2 0.6 -- 0.8 0.9 1.4 0.8<br />

Groundcar 0.8 0.6 0.2 0.4 0.4 1.2 --<br />

Track-mobile 1.0 0.9 0.4 0.2 -- 1.0 --<br />

Explorer 1.0 0.8 0.4 0.6 0.2 1.2 --<br />

* See Swimming.<br />

** These limits apply only if the creature or vehicle<br />

is flying or gliding within 100 meters of the ground.<br />

If flying more than 100 meters above ground<br />

obstacles, all terrain is 1.0.<br />

EXAMPLE: A Sathar war party is tracking a group of<br />

adventurers through mountains. The Sathar<br />

normally move 3 km/hour. The group of adventurers<br />

normally moves 5 km/hour.<br />

The Sathar move by slithering, so their speed is<br />

multiplied by 0.4. The result is 1.2, so the Sathar<br />

can travel 1.2 km/hour. The group of adventurers<br />

moves by walking, so its speed is multiplied by 0.2.<br />

The result is 1, so the adventurers can travel 1<br />

km/hour.<br />

Animals<br />

The movement speeds given for animals are<br />

adjusted to match the animal's native terrain, so no<br />

further modifications are necessary.<br />

Encumbrance<br />

There is a limit to how much weight a character can<br />

carry. This limit is equal to the character's Strength<br />

score, in kilograms. If the weight a character is<br />

carrying is more than half of his Strength score, he<br />

is encumbered. The movement rate of an<br />

encumbered character is cut in half in all terrain. A<br />

character can pick up an object that weighs up to<br />

twice his Strength in kg, but can carry it only a few<br />

meters.<br />

Wounds<br />

A character whose current Stamina is one-half or<br />

less of his full Stamina can move at only half speed,<br />

and his carrying capacity is cut in half.<br />

Mixed Parties<br />

A party that contains a mixture of races can travel<br />

5km/hour if it does not include Yazirians, 4 km/hour<br />

if it does. (Because of their high Stamina, Dralasites<br />

can keep up if they must.)<br />

Special Situations<br />

Characters tend to get themselves into all manner of<br />

odd situations, some of which are covered here. If<br />

something occurs in game that isn’t covered by<br />

these rules, feel free to make things up as you go,<br />

using these rules as general guides.<br />

Leaping and Vaulting<br />

A character can leap up to 2 meters horizontally<br />

without a running start. If the character can run 15<br />

meters in a straight line before leaping, he can leap<br />

up to 5 meters.<br />

A character trying to leap across an obstacle must<br />

make a Strength check. A character who fails the<br />

check has lost his balance and can not move for 1<br />

turn. A character who tries to leap farther than the<br />

distance has a -20 modifier on his Strength check

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