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Alpha Dawn - Star Frontiersman

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Personality measures how well a character gets<br />

along with other intelligent beings. Characters with<br />

high Personality scores are friendly, pleasant and<br />

persuasive, while those with low scores may be<br />

grouchy and hard to get along with. Personality is a<br />

mental ability score and is often abbreviated PER<br />

within these rules.<br />

Leadership measures a character's ability to give<br />

orders that other people will understand and obey.<br />

It also measures how willing other people will be to<br />

work for the character, take his advice or follow him<br />

into a dangerous situation. Leadership is a mental<br />

ability score and is often abbreviated LDR within<br />

these rules.<br />

Ability Checks<br />

Whenever the referee decides there is a chance for<br />

your character’s action to fail, he calls for an ability<br />

check. The appropriate ability to be checked is<br />

determined by the referee, but is obvious once you<br />

have an understanding of the role each ability plays<br />

in defining the capabilities of your character.<br />

To make an ability check, simply roll d100. If you<br />

roll less than or equal to the ability in question, your<br />

check is successful. If you roll higher than your<br />

ability score, your action fails.<br />

Example: Garrison is running from security bots,<br />

trying to stay away from their identity imaging<br />

cameras. He steps out a window on the second<br />

story, and sees a wall upon which he could walk to<br />

get to safety. The referee informs him that this<br />

requires a Dexterity check to make it safely to the<br />

other side, warning that failure might result in falling<br />

off the 5 meter high wall! Fortunately, Garrison has<br />

a DEX score of 65, so you confidently toss the dice<br />

and roll a 4 and a 7, a success! The security robots<br />

won’t try to follow, as their simple programming<br />

doesn’t define the top of a wall as floor space upon<br />

which to tread.<br />

Ability Check Modifiers<br />

Your referee may assess the situation and determine<br />

there are bonuses or penalties associated with any<br />

given ability check. Difficult terrain, favorable<br />

winds, good tactical position, and any number of<br />

other factors may help him determine this. When<br />

he determines this is the case, he will tell you when<br />

he informs you that an ability check is necessary.<br />

Example: Rhainah is a hacker and is trying to break<br />

into a computer network protected by fairly simple<br />

security software. The referee informs Rhainah’s<br />

player that she must succeed in a LOG check with a<br />

bonus of +10, to represent the simplicity of the<br />

security software. Rhainah’s player must roll less<br />

than or equal to ten higher than her character’s LOG<br />

score.<br />

Ability Contests<br />

Sometimes you must pit your abilities against<br />

another player’s character or non-player character.<br />

The rules work normally, but both parties must<br />

make a roll and compare success. Whoever<br />

succeeds by more (rolls the greatest amount under<br />

his score) wins the contest.<br />

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