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Alpha Dawn - Star Frontiersman

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EMPATHY<br />

Success rate:<br />

10% + skill level<br />

Empathy allows a character to get a general<br />

impression of the mood and intentions of individuals<br />

or groups. In order to use this skill, the specialist<br />

must be able to see or hear the individual or group.<br />

The information that a character gains by using this<br />

skill is very vague and non-specific. The referee<br />

should use descriptions like hostile, curious,<br />

cautious, helpful, neutral, etc.<br />

Empathy can be used by a character only once per<br />

encounter. If two characters in the group have<br />

Psycho-Social skill, each can try to use their<br />

empathy subskill.<br />

PERSUASION<br />

Success rate:<br />

10% + skill level<br />

Persuasion lets a character try to convince a person<br />

or group to follow a reasonable course of action<br />

suggested by the character. The character must<br />

explain his plan to the group or person being<br />

54<br />

persuaded. If the character must use a translator,<br />

he has a -10% modifier.<br />

A character can try to persuade a group or individual<br />

only once. If the character misses his roll by 50<br />

points or more, his audience will get mad and might<br />

try to do something that is the opposite of what the<br />

character wanted.<br />

COMMUNICATION<br />

Success rate:<br />

40% + skill level<br />

This subskill can be used when a character must<br />

communicate with a creature whose language he<br />

does not speak or understand. If the character uses<br />

this subskill successfully, he can communicate using<br />

very simple messages. The referee might force<br />

players to use simple messages by restricting them<br />

to two-word phrases.<br />

HYPNOSIS<br />

Success rate:<br />

15% + skill level<br />

In order to hypnotize a character, the hypnotist<br />

must be able to speak to the subject in a common

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