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Alpha Dawn - Star Frontiersman

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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.

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