![]() LevelsIn 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 RollsThe 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. SuccessesThere 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.BreaksDuring 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.DischargesThe 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.AdaptionsThere 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.Difficult Flowchart Very Difficult Flowchart Extremely Difficult Flowchart
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