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Alpha Dawn - Star Frontiersman

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accounting house to keep their financial records.<br />

Business between companies is regulated by laws<br />

that are so complex no one besides Vrusk have ever<br />

fully understood them.<br />

Vrusk also love beauty, harmony and order. The<br />

goal of most Vrusk is to become wealthy, collect art,<br />

and live in peace. Their love for beauty makes them<br />

unwilling to get into fights that do not involve their<br />

company. However, Vrusk that are defending their<br />

company will do anything to remove the threat<br />

permanently.<br />

Vrusk adventurers, however, do not belong to a<br />

company. Some are independent businessmen,<br />

some are company employees who were fired and<br />

some are just too rebellious to put up with company<br />

rules. A few start their own companies and<br />

eventually become leaders in their communities.<br />

Attitudes<br />

Vrusk get along well with the other three races.<br />

They respect the Yazirian custom of choosing a lifeenemy,<br />

and feel at ease around Dralasites because<br />

they are careful and skillful planners (though they<br />

are annoyed by the Dralasites' sense of humor).<br />

They understand Humans the least because, to a<br />

Vrusk, Humans seem unpredictable and a little lazy.<br />

Special Abilities<br />

Ambidexterity. All Vrusk are ambidextrous (they<br />

can use both hands equally well). Players with Vrusk<br />

characters do not need to choose whether their<br />

character is right or left handed. Vrusk can shoot<br />

weapons, throw grenades, write, catch or grip with<br />

either hand.<br />

Comprehension. Because Vrusk have such a<br />

complicated society, they are able to understand all<br />

sorts of social dealings. All Vrusk characters start<br />

with a Comprehension score of 15. This score is the<br />

character's percent chance to figure out any type of<br />

social dealing that the player himself can not. For<br />

example, a Vrusk is following a Human he thinks is<br />

a spy for another company. He follows the Human<br />

into a bar and sees him talking to a group of roughlooking<br />

Yazirians, occasionally glancing over his<br />

shoulder. Then the Human hands some money to<br />

the thugs and leaves the bar. The Vrusk player is<br />

not sure what the Human was trying to do, so he<br />

tells the referee he wants to use his Comprehension<br />

ability. If he rolls 15 or less on a d100, the referee<br />

will tell him that the Human paid the Yazirians to<br />

attack the Vrusk if he tried to follow the Human<br />

from the bar. A character's Comprehension score<br />

can be increased by spending experience points (see<br />

IMPROVING CHARACTERS).<br />

Characteristics<br />

Average Size 1.5 meters tall<br />

1.5 meters long<br />

Average Mass 85 kilograms<br />

Average Lifespan 175 years<br />

Reproductive System heterosexual,<br />

ovoviviparous<br />

Body Temperature 38 degrees Celsius<br />

Vrusk Characters:<br />

Ability Scores<br />

STR/STA -5<br />

DEX/RS +0<br />

INT/LOG +5<br />

PER/LDR +0<br />

Movement<br />

Walking 15 meters per turn<br />

Running 35 meters per turn<br />

Hourly 6 kilometers/hour<br />

Special Abilities<br />

Ambidexterity Can use either hand equally.<br />

Comprehension 15% chance<br />

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