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Star Trek Adventures Cheat Sheet

Task Resolution Difficulty


GM decides Difficulty, and Attribute and Discipline required for roll Dice Difiiculty Level
Default roll is 2d20 0d20 Simple*
Player can buy extra dice with: 1d20 Average
Momentum — 2d20 Challenging
1 Momentum buys 1d20 3d20 Daunting
3 Momentum buys 2d20 4d20 Dire
6 Momentum buys 3d20 5d20 Epic
Determination — if Value applies, buy 1d20 pre-rolled to 1
Assistance — each assistant rolls 1d20 against their Attr + Disc * automatic pass, or roll for
Limit for any task is 5d20 Momentum and Complication

Player rolls, and checks against:


Attribute + Discipline — if die is same or under, simple success Challenge Dice
If Focus applies, Discipline — each die under Discipline counts double
If Focus does not apply, each 1 counts double d6 CD Result
A 20 adds a Complication to the Scene 1 1
2 2
Player counts number of successes 3 0
If Successes are less than Difficulty, player-character fails 4 0
If Successes equal Difficulty, PC passes 5 1+∆
If Successes are greater than Difficulty, extra Successes improve result or are 6 1+∆
banked in group Momentum pool
Where ∆ is an Effect:
Combat Vicious X — each Effect adds X
Damage
Player declares attack as Lethal or Non-Lethal Intense — each increases Difficulty
to Avoid Injury by 1 Momentum
As Task Resolution above, Difficulty 2 Piercing X — ignores X points of
Melee is Daring + Security, Ranged is Control + Security Resistance
If roll passes, Player rolls number of Challenge Dice equal to Damage rating Area — each Effect affects 1 more
of weapon plus character Security rating, and adds Damage bought with adjacent target
Momentum. Knockdown — take Threat points to
stay up
Player counts the number of hits, and the number of Effects
Target takes Resistance or Resistance Dice off hits
Each hit strikes one Stress or Structure box Weapon Qualities:
5+ hits in 1 attack causes 1 Injury
Striking all Stress boxes causes 1 Injury Accurate
Aim, then re-roll any d20s
Getting hit after all Stress boxes are struck causes 1 Injury
Charge
Preparation, then pick Area,
Injury Intense, Piercing 2, or Vicious 1
Cumbersome
Injury means that the character is Incapacitated for the rest of the Scene Preparation before attack
Characters Incapacitated with a Lethal Injury at the end of the Scene die Deadly
Avoid Injury once per scene by spending 2 Momentum or taking a Complication Non-Lethal attack at +1 to
Regain the ability to Avoid an Injury in a Scene with a Recover task (Difficulty 2, Difficulty
Fitness + Command) Debilitating
First Aid and Healing at
Incapacitated is lost by spending Determination point or performing First Aid task +1 Difficulty
(Daring + Medicine, Difficulty 1); character is still Injured Grenade
A second Injury of any type makes Non-Lethal Injury into Lethal Injury Close or Medium range only
A second Injury of any type stacks with Lethal Injury to make it Fatal (character Hidden X
is dead and/or disintegrated) Insight/Reason + Security task to
find, Difficulty X
To attack an Incapacitated character PCs add 1 to Threat, NPCs spend 1 Threat Inaccurate
Injuries are removed with a Healing Task (Control + Medicine, Difficulty 2) Aim has no effect
First Complication needs another Healing roll; further Complications can be Non-Lethal
Lethal attacks at +1 Difficulty
bought off with two Momentum each

NelC 2017 v0.1.1

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