Star Trek Adventures Alpha Rules v1.2 | Dice | Star Trek

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Alpha Rules for the Star Trek Adventures
  ™  & © 2016 CBS Studios Inc. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. All Rights Reserved. Alpha Shakedown Cruise v1.2  Star Trek Adventures Shakedown Alpha v1.2 05 September 2016 Page 1  of 40   ™  & © 2016 CBS Studios Inc. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. All Rights Reserved. Star Trek Adventures Alpha v1.2   Basic Operations This section provides an overview of concepts central to Star Trek Adventures , and a summary of the core mechanics that run through the entire system: Tasks, and the Momentum and Threat economy. Roles in Play In any game of Star Trek Adventures , there are several roles to be played. These are defined as follows: Most participants will be players . Each player possesses a single character  –  normally referred to as a player character , to distinguish those characters from the many non-player characters  who populate the game world. A single player may control several characters during play, but seldom more than one at any given moment, and they will only have a single primary player character. Players make the decisions that influence and direct their characters  –  deciding what a character does in a situation, how they react to a threat, and so forth. The Games Master  is responsible for everything else. The Games Master controls the non-player characters, making decisions for them and determining their actions and responses. He is also responsible for setting scenes, establishing environments, and determining how ongoing events unfold. The Games Master is required to interpret how the rules apply to a given situation, such as ruling on the Difficulty of tasks, or adjudicating when unusual situations or disagreements arise. Above all else, the Games Master is not an adversary to the players  –  the game works all the better if the Games Master is a fan of the player characters and their exploits, albeit one who seeks to make those characters’ lives as dramatic, exciting, and challenging as possible. Dice The Star Trek Adventures  uses three types of dice to resolve the actions a character may attempt, and the situations they may face. The first, and most commonly-used, is the twenty-sided die, known throughout this document as a d20. D20s are used for resolving Tasks, and for rolling on certain large tables. Often, multiple d20s will be required. This is noted as Xd20, where X is the number of dice to be rolled. So, 2d20 denotes that two twenty-sided dice should be rolled. The second type of die is the six-sided die, or d6. These are used relatively infrequently, mainly to roll on certain small tables. If multiple six-sided dice are required, it will be noted as Xd6, where X is the number of dice required  –  thus, 2d6 indicates that two six-sided dice should be rolled. D6s are also used as Challenge Dice. Challenge Dice, or [CD], are a way of rolling a d6, used for determining damage and governing special effects. When rolling a [CD], ignore any results of three or four. Results of one and two are counted as normal, while results of five or six are referred to as Effects. Effects have a value of 1, and additionally triggering certain special outcomes, depending on the circumstances. Frequently, more than one Challenge Die is rolled at once; multiple Challenge Dice are  Star Trek Adventures Shakedown Alpha v1.2 05 September 2016 Page 2  of 40   ™  & © 2016 CBS Studios Inc. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. All Rights Reserved. noted as X[CD], where X is the number of Challenge Dice rolled. Thus, 4[CD] indicates that four Challenge Dice should be rolled. In most circumstances, more than once dice of any given type will be rolled at once. These dice collectively are r eferred to as a “dice pool” or “pool”.   Re-rolls Many circumstances allow a character to re-roll one or more dice. As this is a common occurrence, the way this should be resolved is discussed here. When an ability, item, or circumstance grants a re-roll, the player chooses the dice that will be re-rolled, and rolls it (or another die of the same kind) in its place, replacing the srcinal result entirely. The new results stand, even if they’re the same as or worse than the srcinal results.  Some situations allow for a specific number of dice to be re-rolled, while others allow all dice in a pool to be re-rolled. In this instance, the player may choose how many dice from those he has rolled he wishes to re-roll, up to the number of dice listed (if any)  –  in essence, you may always choose not   to re-roll a die if you wish to keep that result. Characters Characters are represented using several values, traits, and basic considerations. These are described here.  Attributes Each character is defined by a collection of six attributes. These attributes indicate a character’s inherent abilities, and their physical and mental advantages and limitations. Most attributes for characters have values from seven to twelve, with eight representing the human average. Higher attribute ratings, though rare, represent greater ability, though no creature or character can have an attribute with a value above fourteen. The six Attributes are as follows:    Bravery  comes into play whenever a character seeks to show daring, when they are at risk, and when they enter combat and other perilous situations.      Control  is about the character controlling themselves, both physically and mentally. It covers hand-eye coordination and physical discipline, as well as mental stability and emotional control.      Empathy  is used to understand the feelings of others, and it is vital in healing and treatment of both injuries and psychological strain.      Presence  is power of personality, for being diplomatic during negotiations, commanding the respect of others, and even being charming or seductive.      Reason  is at the heart of any action that applies to the rational mind, such as applying theoretical knowledge, and making observations and deductions.      Resilience  is a matter of physical and mental strength, resisting hardship and employing direct methods such as brute force.    Star Trek Adventures Shakedown Alpha v1.2 05 September 2016 Page 3  of 40   ™  & © 2016 CBS Studios Inc. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. All Rights Reserved. Skills In addition to the six attributes, each character has six Skills, which encompass the broad roles that Starfleet Officers are expected to be proficient within. A character will have a value from 1-4 in each Skill.    Command  is diplomacy, persuasion, decisive decision-making, coordination of teams, bolstering morale, resistance to fear, panic, or intimidation, and anything else expected of leaders.    Conn  is piloting, astronavigation, and a broad knowledge of starship operations and functions. It also covers the operation of vehicles other than starships, from shuttlecraft to ground vehicles.    Engineering  is understanding and interacting with technology, including developing technical solutions to problems.    Security  is the use of force to subdue or eliminate threats, as well as strategy and tactics, interrogation techniques, and peacekeeping methods. Security is often used to remain wary of one’s surroundings, to avoid notice, and to perform a range of int ense physical activities.    Science  is the understanding of numerous fields of scientific study, both on a theoretical level, and in terms of their practical applications. This does not just cover “hard” sciences like physics, chemistry, and biology, but also social sciences like anthropology. It also covers observation of one’s surroundings and discerning small details.      Medicine  is the understanding of the physical and mental makeup of lifeforms, including a knowledge of ailments and diseases that might befall them, the injuries and stresses they can suffer, and the methods for treating those maladies in a wide range of species. Focus The Skills characters are trained in are broad; Focuses allow a character to demonstrate talent for a smaller range of fields, representing specialization. Most characters will have four Focuses, one each at ranks 4, 3, 2, and 2, and then treat all other Tasks as having Focus 1. Players are encouraged to create their own Skills Focuses, but examples include:    Command:  Diplomacy, Linguistics, Persuasion, Composure, Philosophy    Conn:  Astronavigation, Evasive Action, Helm Operations, Small Craft, EVA    Engineering:  Computers, Electro-Plasma Power Distribution, Transporters and Replicators, Warp Field Dynamics    Security:  Shipboard Tactical Systems, Hand-to-hand Combat, Infiltration, Espionage, Hand Phasers, Interrogation    Science:  Physics, Astrophysics, Geology, Exo-tectonics, Spatial Phenomena, Quantum Mechanics, Anthropology, Botany    Medicine:  Emergency Medicine, Trauma Surgery, Psychology, Alien Anatomy, Infectious Diseases, Virology, Cybernetics, Genetics Talents Talents are additional benefits that a character possesses, that define areas of specialty, the advantages of their personal approach to circumstances, and other interesting advantages. These normally take the form of a bonus  –  extra d20s, re-rolls, bonus Momentum, the ability to use a different skill in a situation,
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