Alpha Dawn - Star Frontiersman
Alpha Dawn - Star Frontiersman
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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