Alpha Dawn
        Alpha Dawn
Campaign Info\Skills\Alpha Cat Skills

NameDescription
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Computer SkillThere are eight separate subskills to Computer skill: Operate Computer, Write Programs, Defeat Security, Bypass Security, Display Information, Manipulate Programs, Interface Computers and Repair Computers. Computer programs have levels from 1 to 6, depending on their complexity. Computers also have levels from 1 to 6, depending on what programs they hold. These levels are explained in the descriptions of computers in the Equipment section. Computer specialists get only one chance to try a subsk
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DemolitionsThere are two subskills to the demolitions skill: set charge and defuse charge. Only a character with demolitions skill can legally buy or use explosives or detonators. Tornadium D-19, sometimes called kaboomite, is the standard explosive. SETTING CHARGES
Success Rate: 30% + skill level Only characters with demolitions skill can set charges. The number of turns needed to set a charge is the character's skill level subtracted from seven. At 1st level, a character needs six turns to set a charge,
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Environmental SkillEnvironmental Skill deals with relationships between intelligent life and nature. An environmental specialist has training in astronomy, biology, botany, chemistry. ecology and geology. There are nine Environmental subskills: Analyze Samples. Analyze Ecosystem, Find Direction, Survival, Make Tools/ Weapons. Tracking, Stealth, Concealment and Naming. When an environmentalist is dealing with an alien or unknown environment, he has a -20 modifier on his rolls to analyze samples or the ecosystem, f
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Martial ArtsMartial Arts skill makes a character a better fighter in melee. A character with Martial Arts skill can add 10% per level to his basic chance to hit with his bare hands in melee. The skill also increases the damage caused by a successful bare-hands attack, adding one point of damage per level. Martial Arts skill also gives the character three subskills: tumbling, defensive throws and nerve combat. Tumbling reduces damage from falling by -1 point of damage per skill level. Defensive throwing let
Medical SkillA character that has Medical skill is called a medic. Medics need a medkit to use their skill. Medics diagnose ailments, heal wounds, control infections. neutralize poisons, cure diseases, wake up unconscious individuals and prevent tissue deterioration. There are nine Medical subskills: Administer Drugs. Diagnosis, First Aid, Minor Surgery, Major Surgery, Control Infection, Cure Disease. Neutralize Toxins and Activate Freeze Field. If a patient is treated in a hospital or sick bay all Success
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Psycho-Social SkillPsychologists study personality development, the history of psychological problems and the science of psychological research. Graduate school provides rigorous preparation for a career in psychology by teaching students how to diagnose mental and emotional disorders in varying situations. Skilled psychologists also posses skills around methods of treatment, analytical testing, problem-solving techniques, psychological theory and behavioral therapy. Empathy allows a character to get a general im
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Robotics SkillA robotics expert specializes in robots. Robots are complex, mobile machines that are designed to perform specific jobs. Many types of robots are available. Eight common types are described in the Equipment section. The referee can create new types if he wants them. The robotics skill has nine subskills: Identify, Add Equipment, Repair, Activate/ Deactivate, Remove Security lock, Ust Functions, Alter Function and Alter Mission. If the robot is an alien design, then the robotics expert has a -20
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Technician SkillThere are five Technician subskills: Operate Machinery. Repair, Detect Alarm/ Defense, Deactivate Alarm/ Defense and Open Locks. A techkit is needed for all these subskills except Operate Machinery. OPERATING MACHINERY AND VEHICLES
Success Rate: 50% + skill level Operating a vehicle includes starting it, driving it and using it to do anything it was designed to do. The chance to succeed includes the possibility that the technician may need to bypass a locked ignition to start the vehicle. Obvio
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Weapons: Beam WeaponsBEAM WEAPONS skill applies to electrostunners, heavy lasers, laser pistols, laser rifles, sonic devastators, sonic disruptors and sonic stunners.
Weapons: Gyrojet WeaponsGYROJET WEAPONS skill applies to gyrojet pistols, gyrojet rifles, grenade rifles. grenade mortars and rocket launchers.
Weapons: Melee WeaponsMELEE WEAPONS skill applies to axes, brass knuckles, chains, clubs, swords, electric swords, sonic swords, knives, sonic knives, vibroknives. nightsticks, polearms, shock gloves, spears. stunsticks and whips.
Weapons: Projectile WeaponsPROJECTILE WEAPONS skill applies to automatic pistols and rifles, bows, muskets, needler pistols and rifles, machine guns and recoilless rifles.
Weapons: Thrown WeaponsTHROWN WEAPONS skill applies to all grenades and thrown axes, knives and spears.