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This document provides a cheat sheet for resolving tasks and combat in Star Trek Adventures. It outlines the different difficulty levels for tasks, how to purchase additional dice with momentum and other bonuses, and how to determine successes and failures. For combat, it describes how to declare attacks, roll challenge dice to determine damage and effects, and track injuries on characters.
This document provides a cheat sheet for resolving tasks and combat in Star Trek Adventures. It outlines the different difficulty levels for tasks, how to purchase additional dice with momentum and other bonuses, and how to determine successes and failures. For combat, it describes how to declare attacks, roll challenge dice to determine damage and effects, and track injuries on characters.
This document provides a cheat sheet for resolving tasks and combat in Star Trek Adventures. It outlines the different difficulty levels for tasks, how to purchase additional dice with momentum and other bonuses, and how to determine successes and failures. For combat, it describes how to declare attacks, roll challenge dice to determine damage and effects, and track injuries on characters.
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