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Alpha Dawn - Star Frontiersman

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FINDING DIRECTIONS<br />

Success Rate:<br />

50% + skill level<br />

An environmental specialist can try to find directions<br />

in a wilderness without a compass or other aid. If<br />

the specialist makes a map or marks a trail (by<br />

cutting notches in trees or lining up rocks), his<br />

chance to find a direction on that path is increased<br />

30%.<br />

SURVIVAL<br />

Success Rate:<br />

40% + skill level<br />

This subskill gives a specialist a chance to do several<br />

things related to survival: find food or water (if any<br />

is available in the area), find or improvise shelter,<br />

and set or avoid traps. If a trap is set in a built-up<br />

area (city, farm community, etc.), there is a 50%<br />

chance it will be noticed. This subskill also lets the<br />

environmental specialist make a special Intuition<br />

check to predict natural disasters.<br />

MAKING TOOLS/WEAPONS<br />

Success Rate:<br />

100% if materials are available<br />

An environmental specialist can make tools and<br />

weapons out of stones, sticks, cords, and other<br />

natural materials. Only bows, axes, clubs, knives<br />

and spears can be made. Only the spear can be<br />

balanced well enough to use as a thrown weapon.<br />

The referee may allow an environmentalist to<br />

improvise tools and weapons from wreckage and<br />

scrap parts.<br />

TRACKING<br />

Success Rate:<br />

30% + skill level<br />

An environmental specialist has a chance to follow a<br />

creature, person or machine by watching for its trail.<br />

This skill works only in the wilderness, not in settled<br />

areas. The specialist also can use this subskill to<br />

cover his own tracks.<br />

STEALTH<br />

Success Rate:<br />

20% + skill level<br />

Stealth is the ability to move without being seen or<br />

heard. This ability is useful for stalking animals, but<br />

also can be used to sneak up on guards of follow<br />

suspects.<br />

CONCEALMENT<br />

Success Rate:<br />

10% + skill level<br />

Concealment is the art of hiding in natural cover.<br />

Once concealed there is an 80% chance the<br />

specialist will not be seen as long as he does not<br />

move or make noise.<br />

NAMING<br />

Success Rate:<br />

100%<br />

One of the benefits of being an environmental<br />

specialist is that when he discovers a new plant,<br />

animal, mountain range, sea, etc., he is allowed to<br />

name the new discovery.<br />

Medical Skill<br />

A character that has Medical skill is called a medic.<br />

Medics need a medkit to use their skill. Medics<br />

diagnose ailments, heal wounds, control infections,<br />

neutralize poisons, cure diseases, wake up<br />

unconscious individuals and prevent tissue<br />

deterioration.<br />

There are nine Medical subskills: Administer Drugs,<br />

Diagnosis, First Aid, Minor Surgery, Major Surgery,<br />

Control Infection, Cure Disease, Neutralize Toxins<br />

and Activate Freeze Field.<br />

If a patient is treated in a hospital or sick bay all<br />

Success Rates are increased 20%. If the patient is<br />

an animal or an unfamiliar alien, all Success Rates<br />

are reduced 20%. These two modifiers are<br />

cumulative, so the chance to perform major surgery<br />

on an unfamiliar alien at a hospital is normal.<br />

ADMINISTERING DRUGS<br />

Success Rate:<br />

100%<br />

Three drugs are covered under this subskill:<br />

stimdose, staydose and telol.<br />

A medic can use one dose of stimdose to wake up<br />

an unconscious or stunned character, or to restore<br />

10 Stamina points to a character that was poisoned<br />

or contracted a disease or infection. Stimdose can<br />

only be given by a medic. If more than one dose is<br />

given in a 20-hour period, the second dose has no<br />

effect.<br />

A medic can use one dose of staydose to place an<br />

individual in a state of arrested animation. A<br />

character whose Stamina has been reduced to 0,<br />

but not below -30, will be brought back to life by the<br />

drug if it is injected within one minute (10 turns)<br />

after death. The staydose slows down the<br />

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