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Alpha Dawn - Star Frontiersman

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level 2 to level 3. Brango's Primary Skill Area is<br />

Military, so the new level costs him 9 experience<br />

points. The player increases Brango's Gyrojet<br />

Weapons skill level from 2 to 3 on the character<br />

sheet, and subtracts 9 from his experience point<br />

total. Brango has 1 experience point left.<br />

Training<br />

When characters learn new skills or increase a skill<br />

level, they must be trained somehow. Three<br />

methods are described below.<br />

HYPNO-TRAINING. Hypno-training is a teaching<br />

system that involves hypnotism, memorization and<br />

the use of drugs that improve the mind's ability to<br />

learn. A character with enough experience points<br />

can learn a new skill or skill level at a hypno-training<br />

center in five days (100 hours) for 100 Cr.<br />

TEACHERS. A character with enough experience<br />

points can learn a new skill or skill level from<br />

another character. The teacher's skill level must be<br />

at least two levels higher than the pupil's. A<br />

character can learn a new skill or skill level from a<br />

teacher in one month.<br />

PRACTICE. Characters with enough experience<br />

points can learn new skills or skill levels simply by<br />

practicing. This is not always possible, however,<br />

especially with skills that require special equipment.<br />

All three of these methods are optional. Some<br />

referees may want to ignore this rule, and simply<br />

allow players to pick new skills when their<br />

characters have earned enough experience points.<br />

Training is more realistic, but also more<br />

complicated.<br />

Using Skills<br />

Each skill is divided into subskills. Subskills define<br />

exactly what types of things a skill lets a character<br />

do. For example, Demolitions skill has two subskills:<br />

set charges and defuse charges. This means a<br />

character with Demolitions skill can set and defuse<br />

explosive charges according to the rules listed under<br />

those subskills. When a character learns a skill, he<br />

automatically learns all of its subskills.<br />

Success Rates. Each subskill has a success rate.<br />

The success rate consists of a basic chance to<br />

succeed, plus modifiers for the character's skill level.<br />

If the success rate for a subskill is "40% + skill<br />

level," then the character's chance to use the<br />

subskill successfully is 40% plus 10 x his/her skill<br />

level.<br />

Some success rates have a second modifier, such as<br />

''60% + skill level - robot level." A character's<br />

chance to use this subskill successfully is 60% plus<br />

10 x his/her skill level, minus 10 x the level of the<br />

robot he is working on.<br />

Repair Skills<br />

Computer, Robotics and Technician skills allow<br />

characters to repair damaged equipment. The<br />

success rates vary depending on what is being<br />

repaired, but the procedure is the same for all three<br />

skills.<br />

If the damaged equipment is repaired in a shop,<br />

there is no chance it will break down again on its<br />

own. When a repair is made away from a shop ("in<br />

the field") with a personal toolkit, there is a chance<br />

that the device will break down again. This chance<br />

accumulates from day to day; a device has a 10%<br />

chance to break down in the first 20 hours, 20% in<br />

the second 20 hours, 30% in the third, and so on.<br />

When something breaks down, the referee must<br />

decide whether the damage is minor, major or total.<br />

A minor repair takes 1 d10 minutes, a major repair<br />

takes 1d10 hours and a total repair takes 1d10 x 10<br />

hours.<br />

MILITARY SKILLS<br />

There are seven different Military skills. Five of them<br />

involve the use of weapons. Demolitions covers the<br />

use of explosives, and Martial Arts covers fighting<br />

without weapons or with melee weapons.<br />

Weapon Skills<br />

Success rate:<br />

1/2 DEX + skill level<br />

All weapons skills work the same way. Each level of<br />

skill adds 10% to the character's chance to hit with<br />

that type of weapon. A roll of 96-00 always misses,<br />

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