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Alpha Dawn - Star Frontiersman

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Benefits. When wearing a Stealthskin, the<br />

character is permitted to use the Stealth and<br />

Concealment subskills of the Environmentalist skill<br />

as if he were a Level 1 Environmentalist. If the<br />

character already has the Environmentalist skill, he<br />

can make amazing use of this fabric and gets a<br />

bonus of +10% to both of these skills.<br />

If a character sustains more than 25 points of<br />

personal damage, or is encumbered with gear<br />

(carrying more than half his STA score in kilograms)<br />

the Stealthskin no longer provides these bonuses.<br />

Defensive Armor<br />

The game already has details for skeinsuits (military<br />

and civilian) but lacks any rules for dealing with<br />

harder armor. If you wish to add harder armor to<br />

your game, use these rules.<br />

Players may not layer other defensive suits over<br />

polyplate armor, though screens will function<br />

normally.<br />

Partial Polyplate Armor<br />

This armor covers all vital areas with hardened<br />

polymer plates, formed and molded to the body.<br />

The armor is fitted, and can only be modified to fit<br />

another person in a lab. In the field, a Technician<br />

may be able to modify it, but this requires a Repair<br />

Machinery roll with a penalty equal to how different<br />

the armor is from the person being fit to.<br />

Protection. Partial Polyplate Armor acts like a<br />

combination albedo suit and skeinsuit. It absorbs<br />

half damage from all beam and physical attacks.<br />

Half the damage gets through to the wearer.<br />

Ablative. The suit is somewhat ablative; as it<br />

absorbs damage it becomes scored and darkened,<br />

unable to reflect blaster fire well. Its pieces crack<br />

and chip, occasionally busting off. This is top of the<br />

line stuff, but it doesn’t last forever. Therefore,<br />

when the suit has absorbed 100 points of damage it<br />

stops protecting the wearer and looks like hell.<br />

Penalties. Because of the restricting nature of the<br />

plates, many people find it difficult to wear the<br />

armor comfortably. It can’t be slept in easily (unlike<br />

skeinsuits). Characters wearing Partial Polyplate<br />

Armor have a -5 penalty applied to all Dexterity and<br />

Reaction Speed checks.<br />

Full Polyplate Armor<br />

Like its less protective brother, Full Polyplate Armor<br />

is a hardened polymer carapace designed to protect<br />

a combatant from harm. It works just like a Partial<br />

Polyplate Armor, with the following differences.<br />

Protection. Characters protected by this armor<br />

take only one fourth (round down) the damage that<br />

should otherwise be applied to them, if that damage<br />

comes from a beam weapon or physical/inertial<br />

source. The other three fourths applies to the<br />

armor.<br />

Ablative. The armor can take 250 points of damage<br />

before it stops protecting the wearer.<br />

Penalties. Full Polyplate is much more restrictive,<br />

and characters have a -10 penalty applied to all<br />

Dexterity and Reaction Speed checks.<br />

Polyplate Armor Skill<br />

Players with a Military PSA may wish to spend the<br />

equivalent number of experience points to overcome<br />

the penalties associated with the use of Polyplate<br />

armor. This isn’t really a skill, but a player may<br />

spend 5 experience points to eliminate the penalty<br />

from Partial Polyplate, and 10 experience points to<br />

overcome the penalties from Full Polyplate. These<br />

are separate purchases. Characters with non-<br />

Military PSAs cannot do this.<br />

177

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