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Alpha Dawn - Star Frontiersman

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These rules are presented to give some additional<br />

options for fleshing out your character or to help<br />

Referees add some variety and change to his<br />

campaign. Use of these optional rules and<br />

guidelines may make your game no longer directly<br />

compatible with some published material.<br />

1 Prioritizing<br />

Ability Scores<br />

Using this option, players may (before rolling any<br />

dice) select any one ability pair and favor that pair.<br />

If he does this, however, he must then slight some<br />

other pair. He can favor as many pairs as desired,<br />

as long as he balances it by slighting another pair.<br />

Some of the other optional rules also take<br />

advantage of favoring and slighting, giving you<br />

more options for personalizing your character.<br />

Favoring an ability pair doesn’t mean you’ll<br />

automatically max out in those scores. Slighting a<br />

pair does not preclude you from being able to roll a<br />

high score. The only purpose is to skew the odds in<br />

the favor of a character concept.<br />

When you roll ability scores, you roll on one of three<br />

columns depending on whether that pair is favored,<br />

slighted, or left up to chance. Use the following<br />

table to determine your ability scores.<br />

Slight Normal Favor Score<br />

01-15 01-10 01-05 30<br />

16-30 11-20 06-10 35<br />

31-50 21-35 11-20 40<br />

51-65 36-55 21-30 45<br />

66-75 56-70 31-45 50<br />

76-85 71-80 45-65 55<br />

86-95 81-90 66-80 60<br />

96-98 91-95 81-90 65<br />

99-00 96-00 91-00 70<br />

Section 6<br />

2 Fixed<br />

Ability Total<br />

This is another option, for those players tired of<br />

rolling crappy while the person to their left gets a<br />

hand full of 65’s. This option balances one character<br />

against the others, makes sure no one person gets<br />

so lucky that his abilities cause him to dominate<br />

play.<br />

Simply allot 180 points among all four ability score<br />

pairs. You can still personalize the scores after,<br />

making sure not to shift more than 10 points from<br />

one ability to its matched pair. Remember that no<br />

ability can start higher than 70 before applying<br />

racial adjustments. Referees can change this total<br />

to have more or less heroic player characters,<br />

referring to the following table.<br />

Power Level Points<br />

Realistic 180<br />

Heroic 200<br />

Legendary 250<br />

3 Variable<br />

Skill Levels<br />

Using this option, not all characters will begin play<br />

with the same number of skill levels. Regardless of<br />

the number of skill levels rolled on the following<br />

table, at least one skill must be chosen out of your<br />

character’s Primary Skill Area.<br />

Roll Beginning Skill Levels<br />

01-35 1 Level in any one PSA skill.<br />

36-80 1 Level in any one PSA skill,<br />

1 Level in any other skill in any PSA.<br />

81-95 2 Levels in any one PSA skill,<br />

1 Level in any other skill in any PSA.<br />

96-00 2 Levels in any one PSA skill,<br />

1 Level in any one other PSA skill,<br />

1 Level in any other skill in any PSA.<br />

155

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