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Alpha Dawn - Star Frontiersman

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11 Simplified<br />

Skills<br />

Some people don’t like having to reference a list of<br />

percentages and subskills when trying to do<br />

something skill-related with their character. Other<br />

players may dislike the fact that skills are<br />

completely detached from ability scores (why does<br />

my DEX help me shoot a foe with my Beam<br />

Weapons skill, but it doesn’t make any difference<br />

when trying to defuse a demolitions charge?). If<br />

you fall in one of these categories, this rule is for<br />

you.<br />

Instead of using the list of subskills, players use the<br />

same rules as they do for combat. Simply take half<br />

your appropriate ability score then add ten times<br />

your skill level in the skill in question. Which ability<br />

score to use depends on the circumstances, and the<br />

type of skill roll you’re trying to make.<br />

For example, your character is looking at a robot at<br />

an auction, and deciding whether or not it would be<br />

a good purchase. In this case, he would use half his<br />

Intuition as his base score, plus ten times his<br />

Robotics skill. Later, he gets it home and starts<br />

working on repairing its broken track wheel, using<br />

his Logic as his base score.<br />

Modifiers. Just like combat (both ranged and<br />

melee) has a list of modifiers, so too should the<br />

referee impose penalties and bonuses based on how<br />

complex the action is. This is left up to the<br />

discretion of the referee, but situational modifiers of<br />

+30 to -30 should be a general guideline.<br />

Using Skills<br />

Skills are used differently.<br />

Previously, abilities had nothing to<br />

do with skill success rates. Thus,<br />

a dexterous character had no<br />

better chance to move silently<br />

than a clumsy one - skill level was<br />

all that mattered. In this system,<br />

abilities DO matter. Depending on<br />

your character’s relevant ability<br />

score, you’ll receive a modifier to<br />

your chance of success based on<br />

the table shown here.<br />

Ability Mod<br />

01-10 -20<br />

11-20 -15<br />

21-30 -10<br />

31-40 -5<br />

41-50 +0<br />

51-60 +5<br />

61-70 +10<br />

71-80 +15<br />

81-90 +20<br />

91-100 +25<br />

>100 +30<br />

Note: Combat skills do not receive this bonus. Their<br />

chance to succeed is already based on your ability<br />

score.<br />

Unskilled Skill Checks<br />

If your character doesn’t have a necessary skill, he can<br />

still take a stab at using it. Normally, this simply<br />

means not receiving a level bonus (do the math but<br />

assume his level is zero). Some subskills, however,<br />

cannot be used unskilled; they simply require too much<br />

training or specialized equipment. Your referee has the<br />

final say on whether or not a skill can be attempted.<br />

For example, your character wants to sneak past a<br />

guard. The referee tells him to make a Stealth roll<br />

(that’s a subskill of the Environmentalist skill, which<br />

your character has no levels in) with Dexterity as a<br />

modifier. Your character has a DEX score of 75, so you<br />

get to add +15 to the base chance. The base chance<br />

of Stealth is listed as “20% + level” so your chance of<br />

success is 20+0+15=35%.<br />

12<br />

Increased<br />

Punching<br />

As it stands, having a punching score of +2 isn’t<br />

that different from having a score of +4. Opponents<br />

have an average of 45 Stamina, and that makes<br />

strength have very little effect on melee combat.<br />

This rule increases the impact of Strength on melee<br />

damage.<br />

PS: Punching score is calculated in a different<br />

manner. Divide your character’s Strength score by<br />

ten, rounding up, then subtract five. This results in<br />

a number between -2 and +2, with rare occurrences<br />

of -3 or +3.<br />

Application. Instead of adding to the damage roll,<br />

it adds to each die of the damage roll. Thus, if you<br />

get to roll 5d10 for melee damage, and your<br />

punching score is +3, you get to roll 5d10+15 (that<br />

is, +3 per die). This allows Strength to play a more<br />

significant role on melee damage, and weapons<br />

designed to amplify Strength do so in a more<br />

pronounced manner.<br />

13<br />

Lethal<br />

Combat<br />

Some players and referees complain that the game<br />

as it currently stands is not lethal enough. For<br />

example, your character might have a Stamina<br />

score of 65. He really doesn’t fear much from a guy<br />

with a knife, who couldn’t do him significant damage<br />

in a single blow regardless of his level of training.<br />

In order to make combat more lethal, allow skill to<br />

add damage, using the following table for reference.<br />

This bonus applies to all combat skills.<br />

Caution. If using this optional rule in conjunction<br />

with Increased Punching Score option, Strength will<br />

play an even more pronounced role in melee combat<br />

(since we’re adding dice to the damage caused).<br />

169

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