Alpha Dawn - Star Frontiersman
Alpha Dawn - Star Frontiersman
Alpha Dawn - Star Frontiersman
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10<br />
<strong>Star</strong>ting<br />
Gear<br />
All the players are assembled, and you’re getting<br />
ready to roll up your characters. One of the players<br />
selects a technician character, complete with<br />
robotics and technician skills. Another player<br />
creates a field medic. The last creates a military<br />
specialist. When it comes to starting equipment, the<br />
technician character really makes out. He begins<br />
play with a tech kit and a robcomkit, not to mention<br />
the normal rolled starting funds. The medic starts<br />
off with a medkit. So what does the military<br />
specialist start off with? An auto pistol and a night<br />
stick is about all he can afford. And he specializes in<br />
beam weapons! Funny thing is – the technician and<br />
the medic can both start off with the same<br />
weaponry. Fair? No.<br />
This rule proposes to make a modification to the<br />
standard rules that state a character begins play<br />
with any tool kit required for the skills he possesses.<br />
It elaborates on the assumption, and makes it a bit<br />
fairer. Like all articles in the “New Rules” section of<br />
this magazine, its use is strictly optional.<br />
Military PSA<br />
A character with a Military PSA should be able to<br />
start off with the tools of his trade, just as those in<br />
the less militant professions. The table below<br />
summarizes. Only equipment from the core <strong>Alpha</strong><br />
<strong>Dawn</strong> game is shown in the table below. Referees<br />
may substitute equipment from their own campaign<br />
settings, as long as the it sums up to 500Cr:<br />
MILITARY PSA TOOLKIT TABLE<br />
Skill <strong>Star</strong>ting “Tool Kit” Options<br />
Beam Weapons 1) Electrostunner<br />
2) Sonic Stunner<br />
3) Albedo Suit<br />
Gyrojet Weapons 1) Gyrojet Pistol and a Gyrojet Rifle<br />
2) Civilian Skeinsuit and Gyrojet Pistol<br />
3) Two Gyrojet Pistols and 10 spare<br />
Pistol Jetclips<br />
Melee Weapons 1) Civilian Skeinsuit<br />
2) Albedo Suit<br />
3) Military Skeinsuit, Electric Sword,<br />
Shock Gloves<br />
Projectile Weapons 1) Auto Pistol and Auto Rifle<br />
2) Military Skeinsuit and Auto Pistol<br />
3) Military Skeinsuit and Needler Pistol<br />
Thrown Weapons 1) Civilian Skeinsuit<br />
2) Albedo Suit<br />
3) Military Skeinsuit, 10 knives, 5<br />
doze grenades, 5 smoke grenades<br />
Demolitions 1) Military Skeinsuit, 6 Variable<br />
Timers, 3kg Tornadium D19, and 2<br />
fragmentation grenades<br />
Martial Arts 1) Civilian Skeinsuit<br />
2) Albedo Suit<br />
168<br />
Technological PSA<br />
Two of the three skills in the Technological PSA<br />
already begin play with standard tool kits. That<br />
hasn’t changed in this rules option. The last skill,<br />
Computers, is more difficult.<br />
Computers are far more expensive than 500Cr, and<br />
there exists no core <strong>Alpha</strong> <strong>Dawn</strong> piece of computer<br />
equipment that a computer specialist could use that<br />
falls under the “tool kit” cost. Therefore, a small<br />
step away from the core <strong>Alpha</strong> <strong>Dawn</strong> equipment list<br />
is required.<br />
TECHNOLOGICAL PSA TOOLKIT TABLE<br />
Skill <strong>Star</strong>ting “Tool Kit” Options<br />
Computers Basic Portable Computer (see below)<br />
Robotics Robcomkit<br />
Technician Techkit<br />
Basic Portable Computer<br />
The Basic Portable Computer is a limited computer<br />
system. It’s portable, and allows collection of data<br />
(names, addresses, comments, etc.) as well as<br />
providing a link (via chronocom networks) to send<br />
and receive text and voice messages. It has<br />
integrated timekeeping, alarm scheduling, and<br />
calendar programs, and can act as a dedicated<br />
simple word processor, spreadsheet, and database<br />
with surprisingly adequate query capability. It is a<br />
very capable computer, but is limited in capacity. It<br />
has the equivalent of ½ Function Point, weighs 1kg,<br />
and fits in a shoulder-bag with all of its accessories.<br />
It can be replaced for 500Cr on most civilized<br />
Frontier worlds.<br />
NOTE: This equipment is repeated in the optional<br />
equipment descriptions later in this section.<br />
BioSocial PSA<br />
As with the technological skills, two of the three<br />
Biosocial skills already have starting tool kits. The<br />
psychosocial skill, however, provides a little trouble.<br />
Since the skill deals with people instead of with<br />
equipment, this leads to an interesting solution:<br />
henchmen. The following table provides a list of the<br />
tool kits provided by each of the Biosocial skills.<br />
BIOSOCIAL PSA TOOLKIT TABLE<br />
Skill <strong>Star</strong>ting “Tool Kit” Options<br />
Environmental Envirokit<br />
Medic Medkit<br />
Psychosocial 1) One bodyguard (prepaid for 12 days)<br />
with level 1 in one of the following<br />
skills: Beam Weapons, Martial Arts, or<br />
Melee Weapons.<br />
2) Two bodyguards (prepaid for 12 days)<br />
with Level 1 Projectile Weapons skills.