Summaries (2268) for v1.3 Star Trek Adventures | Navigator

Please download to get full document.

View again

of 10
All materials on our website are shared by users. If you have any questions about copyright issues, please report us to resolve them. We are always happy to assist you.
Information Report
Category:

Documents

Published:

Views: 16 | Pages: 10

Extension: PDF | Download: 1

Share
Related documents
Description
Star Trek Adventures
Transcript
    ™  & © 2016 CBS Studios Inc. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. All Rights Reserved. Summary Sheets Tasks 1.   Choose one Attribute and one Skill, and up to one Focus. Add together Attribute and Skill to get Target Number. 2.   GM sets Difficulty (0-5). 3.   Roll 2 d20s, plus any extra d20s bought (see below). Each die that rolls equal or under Target Number scores 1 Success. a.   If there is a Focus, each die that rolls equal or under the Skill used scores 1 extra Success. b.   If there isn’t a Focus, each die that rol ls 1 scores 1 extra Success. c.   Each die that rolls a 20 causes a Complication. 4.   If Successes equal or beat Difficulty, then Task is successful, otherwise it fails. Any successes above the Difficulty become Momentum. 5.   The GM describes the Task’s outcome, and th e player may spend Momentum to improve the outcome. Buying Extra Dice    A character may buy up to three additional dice before attempting a Task.    Dice may be bought by the following methods: o   Spending saved Momentum from the group’s pool; 1 Momentum = 1d20   o   Ad ding Threat to the GM’s pool; 1 Threat = 1d20   o   Spend 1 Determination; gain 1d20 which has already rolled a 1    Additionally, characters may have Assistance on a Task. This doesn’t count towards the normal limit. The assisting character rolls 1d20, against an Attribute and Skill of their choice, and adds Successes rolled to any rolled by the character being assisted. Common Uses of Momentum Immediate uses can be paid for out of the Group Pool, or by adding to Threat. Repeatable uses can be used multiple times per Task.    Create Opportunity:   Immediate , Repeatable . Spend 1 Momentum to purchase +1d20 for a Task.    Create Obstacle:   Immediate , Repeatable . Spend 2 Momentum to add +1 to Difficulty of an enemy Task.    Obtain Information:   Repeatable . Ask the GM one question about the situation, that must be answered truthfully.    Create Advantage:  Spend 2 Momentum to establish a new fact about the scene, or remove a Complication. Values    If a character has a Value which positively affects their current Task, they may spend one Determination to do one of the following: o   Add an extra d20 that has already rolled a 1. o   Reduce Task Difficulty by 1. o   Perform an extra Task immediately. o   Create an Advantage.    If a character has a Value which would negatively affect their current Task, they may take one Complication to regain one Determination.    Once per session, if a character has a Value which would negatively affect the current Task, they may Challenge the Value; gain one Determination, and cross out the Value  –  it will be rewritten after the mission.    ™  & © 2016 CBS Studios Inc. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. All Rights Reserved. Combat Action Order In each Round, every character takes one Turn. The GM selects a character to take the first Turn of the first Round. Once a character has completed their Turn, they hand the action to the opposing side, who choose a single character to act next. The character may instead spend two Momentum (Immediate) to keep the initiative , handing the action to another ally instead. Once a character has opted to keep the initiative , nobody on that side may keep the initiative  again until the opposition have taken at least one Turn of their own. No character may take more than one Turn each Round. Once all characters on one side have taken a Turn, then any remaining characters on the other side take their Turns in any order they choose, one at a time, until all characters on both sides have taken a Turn. Once all characters on both sides have taken a Turn, then the action goes to whichever side did not take the last Turn, and the whole process begins again for the next Round. Combat Actions During a Turn in combat, a character can attempt one Task, and several Minor Actions. A character can perform one Minor Action for free, and then each additional Minor Action costs Momentum (Immediate) equal to the number of Minor Actions performed that Turn. Each Minor Action can only be attempted once per Turn. Minor Actions    Aim:  The character may re-roll a single d20 made on an Attack during this Turn.      Draw Item: The character may pick up an item within Reach, draw a weapon or other item carried on their person/stowed in their gear.      Drop Prone:  The character immediately drops to the ground, making himself a smaller target. A character may not Stand and Drop Prone in the same Turn.    Interact:  The character interacts with an object in the environment. Complex interactions may require a Task instead.      Movement:  The character moves to any point within Medium range. This Minor Action cannot be taken if the character performs any movement-related Tasks.    Prepare:  The character prepares for, or spends time setting up, for a Task. Some Tasks require this Minor Action to be taken before the Task can be attempted.      Stand:  If the character is prone, he may take this action to stand, losing all the benefits and disadvantages of being prone. A character may not Stand and Drop Prone in the same Turn. Combat Tasks    Assist:  The character performs some activity that will grant an ally an advantage. The character nominates a single ally they can communicate with, and assists their next Task.    Attack: The character Attacks an enemy or another viable target.    Direct:  This action is available only to a leader. The character nominates a single other character present, who may immediately attempt a single Task, assisted by the commanding character.    Exploit:  The character takes additional time and concentrating readying an Attack.    Guard:  The character finds some defensible position, focusses on their surroundings, or otherwise gains additional readiness for attack.    Pass:  The character chooses not to attempt a Task.    Ready:  The character declares that they are waiting for a particular situation or event to occur before attempting a Task.    Sprint:  The character attempts to move further and more quickly.    First Aid:  The character attempts to treat the injuries of a character within Reach.    Other Tasks:  A range of other Tasks can be performed during a combat, the limits of which are left to the discretion of the GM.    ™  & © 2016 CBS Studios Inc. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. All Rights Reserved. Attacks and Damage The process for making an attack is as follows: 1.   The attacker chooses the weapon they plan to attack with. This can be a melee weapon, including making an attack with no weapon (an unarmed attack), or a ranged weapon. 2.   The attacker then nominates a viable target for that weapon. A melee weapon can only be used to attack enemies and objects within Reach. A ranged weapon can be used to attack enemies that are visible to the attacker. 3.   The character declares whether the attack is intended to Stun or to Kill. If the character intends to Kill, add a single point to the Threat pool. 4.   The attacker attempts a Task, determined by the type of Attack: a.   For a Melee Attack, the attacker attempts a Daring + Security Task with a Difficulty of 1 , opposed by the target’s Daring + Security (also Difficulty 1) . If the target wins the Opposed Task, then they are considered to have made a successful Attack instead. b.   For a Ranged Attack, the attacker attempts a Control + Security Task with a Difficulty of 2. This is not an Opposed Task. This Difficulty of this Task increases by +1 if there is an enemy within Reach of the attacker. The Complication Range of the Attack increases by 1 if there are creatures within Reach of the target; a Complication may indicate that one of those other creatures are struck by the attack. 5.   If the Attack is successful, then the attacker inflicts damage, Roll the number of [CD] for the attack or hazard’s damage rating. The total rolled is amount of damage the attack or hazard inflicts. 6.   If the target has any Soak Dice ([CD] from Cover, etc), roll those, and add the total rolled to any static Soak the character has. The total is the character’s total Soak for that attack.  7.   Reduce the total damage rolled by one for each point of total Soak. If there’s one or more damage remaining after this reduction, the character loses one point of Stress for each point of remaining damage. The character may also suffer an Injury  if one or more of the following conditions occurs. Injuries are defined below. a)   If the character suffers five or more damage  from a single attack or hazard, after reduction from Soak, the character suffers an Injury . b)   If the character is reduced to 0 Stress  by that attack or hazard, they suffer an Injury . c)   If the character had 0 Stress  before the attack or hazard, and the attack or hazard inflicts one or more damage , the character suffers an Injury . When a character suffers an Injury, they are incapacitated, and unable to take any minor actions or attempt any Tasks for the remainder of the scene. However, when a character suffers an Injury, they have the option of avoiding it  –  diving aside at the last moment, ducking into cover, or otherwise dodging out of the way. Avoiding Injury has a cost, however. The first time in any given scene that a character attempts to avoid an Injury, it costs 1 Momentum (Immediate). This cost increases by +1 for each time the character wishes to avoid an Injury during that scene, as summarized on the table below: Injuries already Avoided Cost 0 1 1 2 2 3 3 4 4 5 Each additional Injury +1 If the cost to avoid an Injury is two or higher, a character may choose to suffer a Complication  –  reflecting some minor injury  –  to reduce the cost by two. This option may only be used by each character once during a scene. A character who succeeds at a Melee Attack  –  whether they were the attacker, or the target  –  has the option of immediately leaving his enemy’s Reach instead of inflicting damage –  the character fends off their opponent instead.    ™  & © 2016 CBS Studios Inc. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. All Rights Reserved. Weapons Weapons have a number of common traits and values that determine the specifics of how they function. The key elements of a weapon are what type of weapon it is, its damage rating, the size of the weapon, and any qualities it possesses that influence how it is used.    Type:  This will either be Melee or Ranged, determining how the weapon is used.    Damage Rating:  This will be a number of [CD], and possibly one or more benefits that trigger when Effects are rolled. All weapons gain a number of additional [CD] to their damage rating equal to the Security skill of the character.    Size:   This will be a number, with higher values representing larger weapons. If the character’s Resilience is lower than the Size of the weapon, any attacks using the weapon increase in difficulty by two, unless the character uses the Prep are Minor Action before making an Attack. If the weapon is being used in one hand, the character’s Resilience counts as half (round up) for this purpose.    Qualities:  These are additional rules, providing additional restrictions or benefits that apply to the weapon’s use.   Damage Effects    Area:  The attack affects a wider area, and can affect several targets at once. The attack automatically affects any character or damageable object within Reach of the initial target, and then one additional target within Close range of the initial target for each Effect rolled, starting with the next closest (as determined by the GM).    Intense:  The attack is designed to inflict massive harm on a target, incapacitating them far more swiftly. The Cost to resist an Injury caused by an Intense weapon increases by one for each Effect rolled.    Knockdown:  If one or more Effects are rolled on this Attack, then the target is knocked prone. The target may resist this effect by adding a number of points to Threat equal to the number of Effects rolled.    Piercing X:   The Attack ignores X points of the target’s total Soak for each Effect rolled.      Vicious X:  The Attack inflicts X additional damage for each Effect rolled. Qualities    Charge X:  X is the number of Charges the weapon possesses, which are restored at the end of a scene. Charges can be spent on the following effects: Area (2 Charges), Intense (2 Charges), Piercing 1 (1 Charge), Vicious 1 (2 Charges). Multiple Charges may be spent on a single attack, but each option may only be used once per Attack; Charge must be spent before the damage dice are rolled for the Attack.    Cumbersome:  The weapon is awkward and tricky to use. The weapon cannot be used to Attack unless a Preparation Minor Action is performed during the same Turn.    Deadly:  The weapon can only be used to Kill.    Debilitating:  Medicine Tasks to treat or heal Injuries caused by this weapon increase in difficulty by one.    Hidden X:  The weapon is easy to conceal, or designed to be disguised as something else.    Nonlethal:  The weapon can only be used to Stun.
We Need Your Support
Thank you for visiting our website and your interest in our free products and services. We are nonprofit website to share and download documents. To the running of this website, we need your help to support us.

Thanks to everyone for your continued support.

No, Thanks