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Alpha Dawn - Star Frontiersman

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REMOVING SECURITY LOCKS<br />

Success Rate:<br />

70% + skill level - robot level<br />

If a robot has a security lock, the lock must be<br />

removed before someone can list the robot's<br />

functions or alter its functions or mission. A robot<br />

can be deactivated before the security lock is<br />

removed. Once a security lock has been removed it<br />

can not be used again.<br />

LISTING FUNCTIONS<br />

Success Rate:<br />

90% + skill level - robot level<br />

A robotics expert can learn a robot's exact mission<br />

and functions, as well as get a list of all the<br />

programs in the robot, by using this subskill. Once<br />

a character has successfully listed the robot's<br />

function's, he can always list that robot's functions.<br />

ALTERING FUNCTIONS<br />

Success Rate:<br />

60% + skill level - robot level<br />

A robotics expert can change one of a robot's<br />

functions at a time. The character must roll<br />

separately for each function altered. Changing an<br />

48<br />

altered function back to the original also requires a<br />

new roll. Changing a function takes 1d10 minutes. If<br />

the new function violates the robot's mission or<br />

requires programs the robot does not have, the<br />

robot will ignore the new function.<br />

ALTERING MISSION<br />

Success Rate:<br />

50% + skill level - robot level<br />

A robotics expert can try to alter a robot's mission.<br />

This takes 1d10 minutes plus the robot's level.<br />

Changing the robot's mission does not affect its<br />

functions; these must be altered individually. Once a<br />

mission has been changed, changing it back to the<br />

original mission requires another roll. If the new<br />

mission requires programs the robot does not have,<br />

the robot will still try to follow its new mission<br />

however it can.<br />

Robot Malfunctions<br />

If a character fails a roll to remove a security lock or<br />

alter a robot's function or mission, the robot can<br />

malfunction. When this happens, the referee should<br />

roll d100 on the Malfunction Table.

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