Alpha Dawn - Star Frontiersman
Alpha Dawn - Star Frontiersman
Alpha Dawn - Star Frontiersman
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
LEVITATION<br />
Success Rate:<br />
50% + skill level<br />
The Mentalist character makes a skill check and, if<br />
successful, can levitate himself. He can ascend 1<br />
meter per turn per skill level, and can descend at<br />
twice that rate. He can move about horizontally<br />
also, at a rate of 2 meters per turn per skill level.<br />
This movement can be increased by invoking the<br />
power a second time (spending the high invocation<br />
cost) while the first one is active, which doubles the<br />
movement rate each time it is done. Levitation can<br />
be kept up for a long time. When invoked, levitation<br />
is possible for one full hour. Each hour, the current<br />
level of levitation can be kept up by spending one<br />
more Mental Endurance point per hour.<br />
For example: A character has a Psychokinesis skill at<br />
level 3. He successfully invokes this power and can<br />
now ascend at 3 meters/turn, descend at 6 meters<br />
per turn, or travel about horizontally at a rate of 6<br />
meters per turn. It cost him 3d10 Mental Endurance<br />
to invoke this. Before the hour is over, he invokes a<br />
second time, costing another 3d10 Mental<br />
Endurance and doubling his movement rate. Each<br />
hour thereafter, he can continue his double-speed<br />
movement rate by spending one more Mental<br />
Endurance per hour.<br />
SONIC BARRIER<br />
Success Rate:<br />
25% + skill level<br />
The character concentrates one round then invokes<br />
this ability. If successful, he has the equivalent of a<br />
Sonic Screen up. Each turn it is on drains one<br />
Mental Endurance (in addition to the invocation cost,<br />
of course). It protects the character from half of all<br />
Sonic damage. Each time it is struck, regardless of<br />
the amount of damage it absorbs, the character<br />
sustains another point of Mental Endurance damage.<br />
TELEKINESIS<br />
Success Rate:<br />
100% + skill level – weight (kg)<br />
The character can cause an item to move around by<br />
manipulating gravity fields around it. Imagine<br />
telekinesis as a spectral hand that comes out from<br />
the body of the Mentalist (invisible, of course) and<br />
can lift things or manipulate them. The maximum<br />
length of the “hand” is 2 meters per skill level.<br />
When the character invokes this power, it lasts only<br />
for one turn. During that turn, the character can<br />
manipulate only one object. It moves about at a<br />
rate appropriate if the character were lifting it with<br />
his “hand.” People could be lifted, though this is<br />
very hard to accomplish since people generally<br />
weigh more than 50kg. A character can hurl an<br />
item at an opponent, using normal thrown weapon<br />
rules. Of course, the size and shape of the item will<br />
166<br />
affect how much damage it will do, but a general<br />
rule is 1d10 per 10kg of weight. Thus if a character<br />
managed to hurl a 40kg piece of machinery at his<br />
opponent, and hit with his thrown weapons score,<br />
he would cause 4d10 damage. A referee might<br />
allow an RS avoidance roll for half damage.<br />
If the telekinetic action to be attempted is not the<br />
manipulation of sheer weight but instead a function<br />
of fine manipulation, then instead of the weight<br />
modifier the player should have a penalty equal to<br />
what the referee determines is the complexity for<br />
such an action. Catching a coin in flight might have<br />
a -20 modifier, despite its low weight, because of its<br />
size, shape, and the speed of its movement.<br />
TELEPATH<br />
This skill allows the character to tap into a collective<br />
consciousness or to project his senses and thoughts.<br />
It doesn’t allow for the personal enhancement of<br />
individual senses<br />
AWARENESS<br />
Success Rate:<br />
40% + skill level<br />
A character using this skill has a chance to pick up<br />
an item and figure out its intended use. If the<br />
artifact is alien, a negative modifier may be imposed<br />
by the referee. Once an artifact's purpose is<br />
identified, a specific skill may be needed to operate<br />
it (computers, etc.).<br />
This skill also allows a character to read psychic<br />
impressions left on an object by the last person who<br />
used it. Information that can be gained includes<br />
what the user looked like, what he thought while<br />
using it, what he was doing for the last few hours<br />
before the item was lost, stolen, or otherwise left his<br />
possession. The long the item has been untouched,<br />
the dimmer the impression. This skill is used most<br />
often by <strong>Star</strong> Law officers and spies.<br />
CLAIRAUDIENCE<br />
Success Rate:<br />
20% + skill level<br />
A character with this skill can "listen" through<br />
anything up to a distance of 5 meters per skill level<br />
(if the area is known to him) or 2 meters per skill<br />
level (if the area is unknown). This listening is<br />
directional and does not cover a large area. The<br />
area listened to cannot be larger than a 5-meter<br />
radius. When zeroed in on, sounds from the area<br />
can be heard as if the user was there himself. Any<br />
sound attack in the area has full effect on the<br />
character using this discipline. Successful<br />
invocation lasts one minute per level, and then may<br />
be continued as long as desired by spending one<br />
more Mental Endurance to invoke it automatically<br />
again.