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Alpha Dawn - Star Frontiersman

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MINOR SURGERY<br />

Success Rate:<br />

40% + skill level<br />

Minor surgery can heal up to 20 points of damage.<br />

This is in addition to the 10 points that can be<br />

healed with first aid. For every 10 points of damage<br />

(or fraction of 10 points) that is healed, an<br />

additional dose of biocort is required. Minor surgery<br />

also uses one dose of anesthetic. If the surgery fails,<br />

the patient does not recover any Stamina points and<br />

one dose of biocort is used.<br />

MAJOR SURGERY<br />

Success Rate:<br />

20% + skill level<br />

Major surgery can heal any amount of damage to a<br />

character. For every 10 points of damage (or<br />

fraction of 10 points) healed, a dose of biocort is<br />

used. The only limit to the amount of damage that<br />

can be healed is the patient's original Stamina and<br />

the supply of biocort. If the operation fails, the<br />

patient does not recover any Stamina points and<br />

one dose of biocort is used up. The medic can try<br />

minor surgery on the same patient, if he has not<br />

already. Major surgery also requires one dose of<br />

anesthetic. Major and minor surgery are effective<br />

only on wounds. They can not be used to heal<br />

damage from infections, diseases or poisons.<br />

CONTROLLING INFECTION<br />

Success Rate:<br />

50% skill level<br />

Controlling infection requires a dose of omnimycin.<br />

If the attempt fails, the omnimycin is used up and<br />

the infection is out of control. Infections are rated<br />

by their infection strength (S) and duration (D). The<br />

infection causes a specific amount of damage every<br />

10 hours. For example, an S6/D8 infection causes<br />

six points of damage every 10 hours for 80 hours if<br />

it is not controlled.<br />

CURING DISEASES<br />

Success Rate:<br />

40% + skill level<br />

Curing a disease requires a dose of antibody plus. If<br />

the attempt fails, the antibody plus has been used<br />

up and the disease has not been cured. Diseases are<br />

rated according to how they modify ability checks,<br />

how long the modification lasts and whether the<br />

disease is fatal. The modifier is a negative number<br />

and the duration is in 10-hour periods. If the<br />

duration is followed by an exclamation mark, the<br />

disease will kill anyone it has infected after that<br />

length of time unless the disease is treated at a<br />

hospital. For example, a -10/D10! disease modifies<br />

every ability check the character makes by -10 for<br />

100 hours. The victim will die after 100 hours unless<br />

he is treated successfully at a hospital.<br />

NEUTRALIZING TOXINS<br />

Success Rate:<br />

30% + skill level<br />

Neutralizing a poison inside a victim's body requires<br />

a dose of antitox. Poisons are rated like infections,<br />

according to how much damage they cause and for<br />

how long. Poison damage is inflicted every turn<br />

instead of every 10 hours, and the duration is in<br />

turns. An S7/T9 poison will cause 7 points of<br />

damage every turn for 9 turns. Neutralizing a poison<br />

stops the poison from causing any more damage,<br />

but does not heal damage the poison caused on<br />

earlier turns<br />

ACTIVATING FREEZE FIELDS<br />

Success Rate:<br />

30% + skill level<br />

A freeze field is a device that places a body in stasis<br />

and preserves it until it can be revived. Only a<br />

medic can activate a freeze field correctly. A freeze<br />

field must be activated within two minutes (20<br />

turns) after death, or the body can not be revived.<br />

Activating the field takes five turns. The process can<br />

be interrupted, as long as the field is completely<br />

activated within the two-minute time limit. If the<br />

medic does not pass his skill check and there is at<br />

least one minute left in the time limit, he has two<br />

options: he can make a second attempt to activate<br />

the field, or he can inject the body with staydose. If<br />

the second attempt to activate the field fails, the<br />

body can not be revived.<br />

Psycho-Social Skill<br />

Psycho-Social skill gives a character an advantage<br />

when dealing with individuals or groups of intelligent<br />

beings. The skill can be used when dealing with any<br />

of the major races as well as any other intelligent<br />

species the character encounters.<br />

There are five Psycho-Social subskills: empathy,<br />

persuasion, communication, hypnosis, and psychopathology.<br />

Racial Bonuses. Because Vrusk have the racial<br />

ability of Comprehension, they gain +5% on all rolls<br />

involving Psycho-Social skill. Dralasites get a bonus<br />

of +10 when using empathy, because of their racial<br />

ability to detect lies. These modifiers apply only if<br />

the character has Psycho-Social skill.<br />

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