Alpha Dawn - Star Frontiersman
Alpha Dawn - Star Frontiersman
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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