PROSPECTO STALEVO
1. QUÉ ES STALEVO Y PARA QUÉ SE UTILIZA Stalevo 100/25/200 mg comprimidos recubiertos con película
There’s all sorts of typical actions that a daring adventurer/space pirate will get involved in and a lot of this will happen more often than other situations. This, then, is a raft of the more typical scrapes that adventurers will get themselves into. A general principle to follow is that a failed Skill roll provokes the need for a Save roll to recover from it. That Save might be on the part of a player or their opponent.
Climbing
Climbing is any movement on a surface steep enough that you can’t walk. Depending on the difficulty of the surface involved you might get between +2 and -2 to your Skill when trying to climb the surface. A slick, wet surface with no real handholds would reduce your skill by -2 while a craggy surface only just steep enough to need to use the Climb skill might get you +2. If you fail a Climb roll you need to make either a Reflex Save to grab a handhold or a Power Save to cling on. The Games Master should determine which and should regularly mix things up to keep the players guessing.
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Swimming
Characters are assumed to be able to swim, though you can choose not to be able to if you prefer. Characters are assumed to be able to move at half their normal movement speed when swimming. Should you be ducked under the water you can hold your breath for 60 seconds (6 turns) +/- 10 seconds per point of Constitution bonus or penalty that you have. After that you need to make a Toughness Save each turn or suffer 1d12 points of damage. This rule can also be used for holding your breath against gas attacks and if you fail the Save then you take the effect of the gas.
Movement
Characters, at standard, can move ten metres per round and still perform actions as normal. If they choose to run then they can move three times as fast but cannot take any actions (other than to dodge and make Saves). This movement rate assumes a decent surface such as an urban street or road. Rougher terrain reduces movement.
Terrain Movement Rate
Perfect 100% Grass/Dirt 75% Desert/Forest/Hill/Tundra 50% Jungle/Mountains/Swamp 25%
Riding
When riding you move at the movement rate of the beast instead of at your own rate. Riding beasts have a mind of their own though and a combination of Skill Rolls, Charisma, Power and Reflex Saves may be needed to get a reluctant beast to do what you want. Riding along at a normal pace without doing anything too strenuous or difficult doesn’t require any rolls.
Driving
Characters are assumed to be able to drive within a reasonable speed from point ‘A’ to point ‘B’ without having to make any rolls. Going really fast or pulling off stunts does, however, require Driving or Piloting rolls. Failed Driving or Piloting rolls demand a save, typically Power, Reflexes or Logic. In chase sequences the vehicle being followed can pull stunts of various kinds to force the vehicle following to do the same stunt or fail.
Senses
When you’re trying, actively, to find something then you’ll be rolling on your Search Skill. This will let you seek out hidden doors, trap triggers and so forth. That’s when you’re actively looking. When something exposes itself to the potential of you seeing it - like you trip a floor switch or someone tries to sneak from cover to cover in front of you - then you’ll be rolling a Logic Save to spot it.
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Sneaking
You use your Stealth Skill, modified by how difficult or easy the situation is, to move without being seen or heard from one place to another. If you make your roll then you provoke no opportunity for someone to sense that you’re there. If you screw up then you expose yourself to being seen, knock over a can, sneeze or otherwise make yourself noticeable. Your opponent then gets to make a Logic Save to try and spot you. This means even people without the Stealth Skill can try to be sneaky, but their success will depend more on the perceptiveness of the person - or device - they’re sneaking past.
Healing
Characters get hurt and then they recover. Generally speaking they recover much more slowly than they take harm. Hit Points are an abstraction of various factors such as luck, ‘spirit’, health, grit and pain tolerance but as far as healing is concerned it is all treated as damange.
A character regains one hit-point per night of rest. If they’re being looked after by someone with medical skill this is doubled. If they’re in a hospital or properly equipped sickbay then this is tripled.
Characters at zero or fewer Hit Points are unconscious for 1d6 hours and when they awaken are still on zero or less. They heal at the normal rate but until they are in positive Hit Points can only crawl around at two metres a turn.
Psychic powers, nanotech medical packs, primitive mysticism and a variety of other special possibilities may heal someone even faster. These ways and means have the amount they heal noted with them.
Languages
With so many species with so many different forms of communication from sound waves to pulses of light and even pheromones a true, common language is essentially impossible. For creatures that are capable of making a noise Terranglic is the ‘Lingua Franca’ (oh how ironic) not because it is a simple or easy language to learn but because it is able to be utterly mangled and still somewhat understood.
Various translation devices and applications exist allowing communication between other species but to smooth over communication for those who are less capable of
pronouncing Terranglic or grasping it an icon/sound/colour based language called iCom is used for basic communication.