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Alpha Dawn - Star Frontiersman

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for each additional half-meter. Failure means the<br />

character falls short of the distance.<br />

A character with a 15 meter running start can vault<br />

over an obstacle that is 2 meters high, or grab<br />

something that is up to 4 meters above the ground.<br />

Falling, Jumping and Diving<br />

Falling. Characters who fall from buildings, ledges<br />

or other heights suffer 1 d5 points of damage plus 1<br />

point for every meter they fall. For example, a<br />

character that falls 10 meters suffers 1 d5 +10<br />

points of damage.<br />

If a character suffers 15 or more points of damage<br />

in a fall, he has sprained a leg. His movement speed<br />

is reduced by half. If the character suffers 25 or<br />

more points of damage, he has broken a bone or a<br />

torn a muscle. The player must roll 1d10; on 1-8,the<br />

character injured a leg, on 9 or 10 he injured an<br />

arm. A character with a broken leg can not move<br />

until the leg is splinted, and then moves at half<br />

speed. A broken arm can not be used. (Dralasites<br />

can spend 10 minutes absorbing the old limb and<br />

growing a new one; this does not heal the damage,<br />

but does remove the penalty.)<br />

If a character suffers 30 or more points of damage,<br />

he may be knocked unconscious. The player must<br />

roll d100; if the result is equal to or less than the<br />

damage the character suffered, then the character is<br />

knocked unconscious for 1d10 minutes.<br />

JUMPING. A character can jump down 5 meters<br />

without being hurt. If the character jumps more<br />

than 5 meters, he will suffer injuries the same as if<br />

he had fallen, but the distance is reduced by 5<br />

meters.<br />

Example: Lklekt (a Vrusk) jumps from a jetcopter<br />

that is hovering 15 meters above the ground. He<br />

will suffer 1d5+10 points of damage, the same as if<br />

he had fallen 10 meters.<br />

Swimming<br />

All characters can swim 10 meters/turn, or 1<br />

km/hour. After swimming for one hour, characters<br />

start losing 5 Stamina points every 30 minutes they<br />

continue swimming.<br />

Characters can hold their breath for a number of<br />

turns equal to their Stamina score divided by 5. A<br />

character who tries to hold his breath longer than<br />

this takes 2d10 points of damage every turn.<br />

Dralasites do not float naturally. They can swim, but<br />

if knocked unconscious they will drown. A Dralasite<br />

can float if it spends 5 minutes forming an air<br />

pocket in its body before entering the water.<br />

Climbing<br />

A character can climb a rope at a rate of 2<br />

meters/turn. The character must make a strength<br />

check with +30 modifier at the halfway point of the<br />

climb and at the top. A roll of 96-00 is automatic<br />

failure. Failing the roll means the character falls.<br />

A character can climb a vertical surface at a rate of<br />

1 meter/turn, if there are handholds and footholds<br />

on the wall. He must make a Dexterity check with a<br />

+30 modifier at the halfway point of the climb and<br />

at the top. A roll of 96-00 is automatic failure.<br />

Failing the roll means the character falls. These rolls<br />

are not necessary if the surface the character is<br />

climbing slopes less than 60 degrees.<br />

A character can climb a ladder at his normal walking<br />

speed.<br />

Dangerous Movements<br />

A character is making a dangerous movement if<br />

slipping could cause injury: inching along a ledge<br />

and swinging on a rope across a pit are two<br />

examples. A character must pass a Reaction Speed<br />

check to complete a dangerous movement safely.<br />

Failing means the character slips. The referee must<br />

decide whether the character has a chance to catch<br />

himself, and what happens if he falls.<br />

Doors<br />

Open doors and doors that open automatically do<br />

not affect movement. To move through a closed<br />

door, a character must stop next to the door. On the<br />

next turn the character can move through the door<br />

at half speed. To open a pressure door or hatch, a<br />

character must stand next to the door for two turns,<br />

and can move through the door at half speed on the<br />

third turn. A character can perform other actions<br />

9

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