Alpha Dawn - Star Frontiersman
Alpha Dawn - Star Frontiersman
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 />
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