Alien Tech Charts

Levels

In the many exploits of a group of adventures in the Frontier, they may encounter technology of an advanced or foreign nature. Depending on the type of device encountered, understanding it's uses and functions may range from easy to extremely difficult.

Die Rolls

The start circle is where the player will begin thier journey to solve the mysteries of these devices. At each circle, a die roll is made. This roll could be againest a skill or ability or just the random whim of fate.

If the roll is a skill or ability roll, then the result will end up being a Success of the roll or a Failure. If the roll was a Success, then the S path is followed. If it was a Failure, then the F path is followed. On a d10 roll, then whatever number is rolled, that is the path that is followed. This is continued until a Success, Break or Discharge occures.

Successes

There are three types of success, a full, partial or normal. For each success, a function or capability is discovered. A partial success results in a minor function, a normal success results in a main function and a complete success allows the user to understand the full functionality of the device.

Breaks

During the investigation of an unknown device, it is possible to accidently break it. At this point, the device cannot be used until it is fixed. To fix a broken device, the player must achieve any success on the next most difficult flowchart. After the device has been fixed, you may go to back to the original flowchart to attempt to uncover any of the devices secrets. If an extremely difficult device is broken, then the GM may determain that the device is permantly broken or a success on the same chart will fix the device, but not reviel anything about the device.

Discharges

The other bad side-effect of tampering with an unknown device, is the possiblity of a energy discharge. A discharge of this type cannot be blocked by any type of suit or defensive shielding. The damage stated is the damage roll that they player will take.

Adaptions

There are many adaptions that these flowcharts may be used for. They are mainly designed for situations that catch a GM unprepared, but can also be placed into a storyline in places where it seems a single die roll is insufficent to solve an advanced problem.

Easy Flowchart
Difficult Flowchart
Very Difficult Flowchart
Extremely Difficult Flowchart

Legend
Definition
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Break Device must be repaired on the next most difficult chart
Complete Success All information about the device is now known
d10 Roll a d10 and follow the path of the number
Dex Roll Roll a d100 vs Dexterity
Discharge Damage is taken equalling that of the stated roll
F Skill or Ability Failure
Full Discharge Damage is taken equalling that of the stated roll
Intuit Roll Roll a d100 vs Intuition
Logic Roll Roll a d100 vs Logic
Partial Discharge Damage is taken equalling that of the stated roll
Partial Success A minor function is discovered
Skill Roll Perform a skill roll for any applicable skill
Stam Roll Roll a d100 vs Stamina
Success A major function is discovered
S Skill or Ability Success

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