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Alpha Dawn - Star Frontiersman

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Prioritizing Variable Skill Levels<br />

If using the Prioritizing Ability Scores rule, above,<br />

you may opt to favor your roll on the beginning skill<br />

levels table instead of favoring an ability pair. Or,<br />

you may decide to slight your roll on this table to<br />

meet some concept of a less-skilled/naive character.<br />

If you favor your skill roll, simply roll twice and take<br />

the best roll. If you slight your skill roll, roll twice<br />

and take the lowest roll.<br />

4 Variable<br />

Wealth<br />

The standard game rules make a player roll<br />

d100+250 for starting money. This works fine for a<br />

certain level of beginning play, but some referees<br />

may wish to adjust this by rolling on the following<br />

table for starting wealth. Note that this is for the<br />

express purpose of selecting starting equipment,<br />

and players cannot use this to start off with several<br />

hundred extra Credits. He must spend as many as<br />

possible, and may not begin play with more than<br />

100Cr remaining.<br />

156<br />

Wealth<br />

Roll Result<br />

01-20 Poorly Equipped<br />

d100+100Cr.<br />

21-70 Typical<br />

d100+250Cr.<br />

71-85 Well-Equipped<br />

d100+500Cr.<br />

86-95 Very Well-Equipped<br />

d100+750Cr.<br />

96-00 Extremely Well-Equipped<br />

d100+1000Cr.<br />

Prioritizing Variable Wealth<br />

If using the Prioritizing Ability Scores rule, above,<br />

you may opt to favor your roll on the beginning<br />

wealth levels table instead of favoring an ability<br />

pair. Or, you may decide to slight your roll on this<br />

table to meet some concept of a poorly equipped<br />

character. If you favor your wealth roll, simply roll<br />

twice and take the best roll. If you slight your<br />

wealth roll, roll twice and take the lowest roll.<br />

5<br />

Edges &<br />

Flaws<br />

This rule helps flesh-out a character, making him<br />

more than a collection of numbers and choices.<br />

Using this rule, your character has one Edge and<br />

one Flaw.<br />

Edge. An Edge is something that provides a bonus<br />

or perk to your character. It may be something that<br />

ties him to the Frontier (having a wealthy patron,<br />

for example), or may be something that helps him<br />

accomplish his missions effectively (well-connected<br />

in the underworld). It may be something that<br />

simply boosts his chances of success under certain<br />

circumstances (such as being a talented<br />

Swordsman, or extraordinarily observant). An Edge<br />

could even be a source of aid, financial or otherwise<br />

(such as being independently wealthy, or having an<br />

informant among Pan Galactic Corporation who<br />

provides information).<br />

There is no finite list of Edges. Creative players can<br />

be as broad or as focused as they would like with<br />

the selection of their one Edge, but referees will be<br />

overseeing the selection.<br />

During game play, the player can call on his Edge<br />

only once per sitting. When he relies on his Edge,<br />

he can invoke one of the following abilities, relevant<br />

to the situation.<br />

• Swap the tens die and the ones die to flip-flop a<br />

percentile roll relevant to your Edge, whether<br />

you’re the one who rolled it or not.<br />

• Get a one-time situational bonus of +25 to any<br />

one roll that is relevant to your Edge.<br />

• Provide an in-game opportunity for aid or<br />

assistance relevant to your Edge (“Hey – I think I<br />

know someone who lives near here. She should<br />

be able to give us shelter”).<br />

• Ignore damage just taken in the same combat<br />

turn as long as the situation is relevant to your<br />

Edge.<br />

• Provide a means by which to acquire d10x100 Cr,<br />

as long as a rationale can be stated that is<br />

relevant to your Edge.<br />

For example: a bounty hunter character’s player<br />

decides to give him an Edge called “Hard Target” –<br />

stating that his character’s professional talent and<br />

skill makes him hard to sneak up on and hard to hit<br />

in combat. In game, once per session, his player<br />

may invoke his Edge and use it to affect a previously<br />

rolled action (flip-flop the dice), ignore damage just<br />

rolled against him, or even to find a way to make his<br />

hard-to-hit nature profitable (“Hey barkeep – I’ll bet<br />

you 50Cr you can’t hit me with that stunner...”).<br />

Flaw. A Flaw is the opposite of an Edge. It provides<br />

a situational penalty, or somehow causes difficulties<br />

or troubles for your character. It can be something<br />

as simple and seemingly-harmless as having a<br />

girlfriend, or can be something potentially deadly<br />

like owing a loan-shark a large sum of money.<br />

Flaws provide story hooks for the referee to draw<br />

on, and can cause the story to become complex.

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