Alpha Dawn - Star Frontiersman
Alpha Dawn - Star Frontiersman
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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