Friday, August 20, 2010

Stellar Quest: Running An Alien Ruin Adventure...

Good Morning, All:

In case anyone thought I'd forgotten about Stellar Quest, here's a small sample of the rules suggested for adventuring in alien ruins, the dungeons of a science fiction RPG. Inspired by similar rules I've included in the Hammersong's Legacy Campaign Setting, I thought it would be nice to include some basic suggestions in the Referee's Section of Stellar Quest. Please feel free to let me know what you think.

Running an Alien Ruin Adventure
The following are few rules of thumb for running an adventure set in alien ruins; they are guidelines for the average or normal situation and can (and often should) be altered to fit the circumstances.

Climbing: Characters may attempt to climb a roughhewn wall by succeeding at a Strength ability check (Athletics), Difficulty 14.

First Aid: Characters can provide first aid in the form of 1d4 of natural healing of a wounded comrade by attempting a Wisdom ability check (Medicine), Difficulty 14. This must be attempted within a minute after combat is over, and takes 1d6 minutes to complete.

Listening at Doors: Characters may listen at doors by attempting a Wisdom ability check (Perception), Difficulty 14.

Opening Locks: Locks in alien ruins can come in a variety of forms, both mechanical and electronic. Mechanical locks can be opened by attempting a Wisdom ability check (Mechanics), Difficulty 18, while electronic locks require an Intelligence ability check (Electronics), Difficulty 18. Some locks, particularly those intended to limit access to highly sensitive or secure data or equipment, have a higher Difficulty.

Opening Stuck Doors: Stuck doors (and many doors in an ancient alien ruins may be stuck closed) can be opened by attempting a Strength ability check, Difficulty 14 (Athletics). Normally, up to two other characters may aid the strongest character in attempting to break the door down, but they will spill into the room and should automatically lose any degree of surprise if there are monsters within.

Persuasion: Characters may attempt to shift the reaction of another by one step by attempting a Charisma ability check, Difficulty 14 (Diplomacy). If two or more characters are attempting this action at the same time, the character with the higher ability check result wins.

Picking Pockets: Characters may attempt to pick the pocket of an unsuspecting target with a Dexterity ability check (Stealth), Difficulty 14. The victim may notice the attempt if he makes a Wisdom ability check (Perception) that equals or exceeds the pickpocket’s ability check result.

Secret Doors: Secret doors are not spotted by chance while passing by; they must be searched for. Finding a secret door requires a successful Wisdom ability check (Perception), Difficulty 18, and ten minutes of searching per room or reasonably sized chamber.

Sneaking Around: Characters may attempt to avoid detection by an unsuspecting target through the use of a Dexterity ability check (Stealth), Difficulty 14. The target may notice the attempt if he makes a Wisdom ability check that equals or exceeds the stealthy character’s ability check result.

Surviving in the Wild: Should a landing party find themselves outside an alien ruin and stranded on a planet's surface, a character may keep himself and a small group of comrades safe and fed in the wild with a successful Wisdom ability check (Survival), Difficulty 18.

Tracking: A character can track creatures in the wilderness with a successful Wisdom ability check (Survival), Difficulty 14, modified by circumstances as needed.

Traps and Pits: Like secret doors, traps and pits are not spotted by chance while passing by; they must be searched for. Finding a trap or pit requires a successful Wisdom ability check (Perception), Difficulty 18, and searching limits movement to a crawl. Once a trap has been located, a successful Wisdom ability check (Mechanics), Difficulty 18, can disarm it. Some traps are more difficult to locate and/or disarm, depending on nature of the alien ruins, or may require different ability checks, based on their natures (such as electronic traps requiring an Intelligence ability check (Electronics), for example.)

Hope This Helps,
Flynn

No comments: