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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.

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