Star Trek Adventures Core Rulebook Free Download UPDATED

Star Trek Adventures Core Rulebook Free Download

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Star Trek Adventures - How to Play

Thank you for showing interest in playing Star Trek Adventures! This guide is to aid you get started and so you can Boldly Become, and all that jazz. Below you will find quick guides on what is required to play, how to create a Roll20.net business relationship, how to join a game on Roll20.cyberspace, and mini-guides on how to create a character, quick explanations of game mechanics and links to other useful references and resource to aid you go the most out of your Star Trek Adventures gameplay.

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What is Required to Play

To get started, yous will require several things to play Star Trek Adventures:

  • A Microphone and access to the UFP Teamspeak Server
  • A Roll20.net account
  • Ownership of the Star Trek Adventures Core Rule Book (Physical or PDF copy)
    • If you don't ain the game, yous can participate in 1 game, for free to meet if you similar it.

Star Trek Adventures, like whatever table-top roleplaying game, is a very social and interactive game, and as such, voice advice will be required to play. This will be facilitated through the UFP Teamspeak server. If you do non have access to the Teamspeak Server, ask for assist here.

The game volition exist played on the Roll20.cyberspace Virtual Tabletop System, and will crave that all players sign up for a free account in order to play. How to create an business relationship will be covered later on in this guide.

Ownership of the Core Rulebook, either physical or PDF, is required just equally if you were playing Stellaris, WoW, or Star Trek Span Crew. In the result that UFP and Modiphius (STA's publisher) develop a relationship (contests, giveaways, etc), requiring ownership from players participating in UFP sponsored events would be integral to maintaining that relationship.

Yous tin buy Star Trek Adventures through Modiphius' Offical Store (Physical or PDF), Amazon, DriveThru RPG (PDF), or through your Friendly Local Game Shop.

Purchasing the PDF version of the book is by far the cheapest choice, often at a third of the cost of the Physical Re-create.

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Creating a Roll20.net Account

In guild to play Star Trek Adventures, yous need a Roll20.internet account, which is free. To create an account, go to http://roll20.net, and click the large, pinkish "CREATE YOUR Free Account" push button, fill out the registration course, and there you become! Account created!

One more thing of notation though, when you lot create your account, your Display Proper name on the site is, by default, your Start and Last name, to change this, go to https://app.roll20.net/business relationship/ and edit the 'Display Name' field to what you desire and salve changes.

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Joining an UFP Sponsored Result on Roll20

In order to join a game being run by Starfleet Tactical staff, the Operations Officeholder running the event will post a join link in the TeamSpeak chat that will automatically add together y'all to the game. If y'all have not created a Roll20.net business relationship, you lot volition exist prompted to create one, otherwise, you will exist prompted to log into your Roll20.cyberspace business relationship.

This link is individual and should not be shared outside of UFP. This is to prevent people who accept not signed up for the event from joining and disrupting the event.

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Creating a Character in Star Trek Adventures

How to create a grapheme in Star Trek Adventures is covered in the Core Rulebook starting on page 93.

Nosotros will exist using the Lifepath Creation Method of creating a character which will give you the greatest choice in how you desire your character created.

The Lifepath Creation method is as follows:

Your character starts out with seven points in the post-obit half-dozen Attributes: Command, Fitness, Presence, Daring, Insight, Reason
Your character starts out with 1 point in the following 6 Disciplines: Command, Security, Science, Conn, Engineering, Medicine

Step One

Choose your Characters Species: Andorian, Bajoran, Betazoid, Denobulan, Homo, Tellarite, Trill, Vulcan
If y'all own the Beta Quadrant Source Volume, on page 75, there are several more options for you: Ardanan, Benzite, Bolian, Deltan, Efrosian, Klingon, Rigelian Chelon, Rigelian Jelna, Risan, Xindi Arborial, Xindi Primate, Xindi Reptillian, Xindi Insectoid, Zakdorn.

Based on that choice, complete the post-obit:

  • Add your Species' trait
  • +1 to each of 3 Attributes based on your species pick
  • Access to Talents unique to that species
  • Cull one Talent (Pg 135 of the Cadre Rulebook, Additional Talents are bachelor if you own the Command Division book on Pg 44 and Pg 49)

Step 2
Choose the character's Surround (Pg 111); this is the type of earth the character was raised on.
Each Environment grants:

  • A Value (based on your environment)
  • +one to 1 Aspect, and +1 to one Discipline every bit outlined by your surroundings selection.

Step Three
Choose the character's Upbringing (Pg. 113); this is the kind of pedagogy the character had during their formative years, and the kind of influence their parents and mentors had.
Each gives the graphic symbol:

  • +2 to one Attribute and +i to a 2d Attribute (based on your upbringing pick)
  • +1 to a unmarried Discipline
  • One Focus (Pick one that fits what your character is going to be good at)
  • One Talent

Stride Four
The character attends Starfleet Academy (Pg. 116), and chooses which track of the Academy they join — control, operations, or sciences.
This grants the character:

  • One Value
  • Three points to spend on two or three Attributes
  • +two to a unmarried Subject (your major), +one to 2 other disciplines (your minors)
  • Three Focuses
  • I Talent

Step Five
Choose how long the character'southward career has been so far (Pg. 117) — are they immature and inexperienced, seasoned veterans, or somewhere in between?
The character gains:

  • Ane Value
  • One Talent
    • If you cull to play a Immature Officeholder with the Untapped Potential talent, y'all cannot have an Attribute higher up xi, or a Discipline in a higher place four, and you lot cannot have a rank higher than Lieutenant.

Step Six
Determine 2 or more Career Events (Pg. 118 ). Regardless of how many events are called (Min. Two), the character only gains the following based on their choices:

  • Ii points for Attributes
  • Two Points for Disciplines
  • Two Focuses

Stride Seven
Finishing Touches, Gain:

  • Ane Value
  • +i to Two Attributes
  • +i to Two Disciplines
  • Accommodate Attributes and Disciplines that go over the Maximum Score of Each (12 for Attributes, v for Disciplines)
  • Only one Attribute can be at 12, And only one Discipline tin can be at 5. If you picked "Young Officer", you may just take 1 Attribute at 11, and one Discipline at 4
  • Your Attribute Scores should total up to 56 points. Your Discipline Scores should total up to 16.
  • Record derived Scores: Stress (Fettle + Security Scores), Bonus Harm (Weapon base damage + Security Score, Weapons Tabular array on Pg. 193)
  • Pick Characters Proper name, Rank, Function, Section, and Starting Equipment

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Creating a Starship in Star Trek Adventures

In Star Trek Adventures, a Starship is just as important every bit the Player Characters. Creating a Starship is as straightforward as creating a Character.

We will be creating a Starship every bit a Grouping and then that everyone has a say in its creation.

Step One

Choose an Era of Play (Enterprise, TOS, TNG, etc), and what year the game is fix in. This volition determine which spaceframes are available, and how many refits the ship has access besides.

The post-obit Spaceframes are available:

  • Core Rule Book (Pg. 236)
    • Akira (TNG)
    • Constellation Class (TOS-Moving-picture show, TNG Era only)
    • Constitution Class (TOS Era Simply, retired 2290)
    • Defiant Course (TNG Era Only)
    • Excelsior Grade (TOS-Movie, TNG Era simply)
    • Galaxy Class (TNG Era only)
    • Intrepid Class (TNG Era Only)
    • Miranda Class (TOS-Picture, TNG Era only)
    • Nova Course (TNG Era Merely)

  • Command Division Source Book (Pg. 51)
    • Daedalus Form (ENT, TOS Era Only)
    • NX Class (ENT Era Only)
    • Constitution Grade Refit (TOS-Movie Era but)
    • Hermes Grade (TOS, TOS-Movie Era Only)
    • Orberth Class (TOS-Picture show, TNG Era Only)
    • Sydney Class (TOS-Picture Era Simply)
    • Centaur Form (TOS-Motion-picture show Era Just)
    • Administrator Course (TNG Era Only)
    • Nebula Class (TNG Era Only)
    • New Orleans Form (TNG Era Simply)
    • Olympic Class (TNG Era Simply)
    • Steamrunner Class (TNG Era Only)
    • Kingdom of norway Class (TNG Era Only)
    • Saber Form (TNG Era Only)
    • Sovereign Class (TNG Era Just)
    • Luna Class (TNG Era Simply)
    • Small Deep Space Outpost (All Eras)
    • Front Line Starbase (Pg. 96, Big, Call up Earth Space Dock, All Eras)

Step Two
Once y'all take the Spaceframe Picked, we have to determine how many refit cycles that transport's class has received, based on when the class of ship entered service, and what year the game is currently gear up in.

A Starship Class receives One Refit Cycle for every 10 years in service.

For Example, The Excelsior Grade entered service in 2285, and the game is set in 2371. That means the class has been in service for 86 years, and benefits from eight Refit Cycles.

Each Refit Cycle grants +1 indicate to any Starship System.

No Starship can receive more than ii points added to a single organization, and no system tin exist upgraded past 12 (Although, a starship tin can take a system value above twelve earlier Refits, only cannot be upgraded by 12 through refits).

Step Three

Once yous have a Spaceframe picked, which gives us the base stat values for Systems and Departments, and taken care of Refits, we choose a Mission Contour (Pg. 251).

When you option a mission contour, you lot add the signal values listed to your ship'due south Department Scores, and pick one talent listed with that Mission Profile.

Footstep Four

Subsequently the Mission Profile is picked, we take care of the residuum of the Starship's Talents (Pg. 255).
Additional Talents from the Control Partitioning Source Book can be found on Pg. 67 of that book.

A Starship can only have as many Talents equal to its Scale. For Example, if the Starship has a Scale of 4, it can only have 4 Talents.

Pace Five

Once your talents are picked, information technology's time for the Finishing Touches.

First, we determine what your Ships crew support value is. This is the number of Back up Characters your crew tin can create (Pg. 132), and is based on your Ship's Scale, and can be increased by having a Player Character taking the Supervisor Talent (which adds +1 to Crew Support, and can but be taken once per character, but more than i Player Graphic symbol in the crew tin take the talent). Additionally, from The Control Division volume, there is a Starship Talent chosen "Dedicated Personnel", where you option a Section, increase Crew Support past +two and create two supporting characters defended to that department.

2nd, we add the standard weapon Loadout for your starship. Full information on Weapon Types, Effects, etc tin exist found on Pg. 231.

Weapon Harm is determined by adding your Starship'due south Scale + Security Department.

A Federation Starship is typically equipped with the following:

Phaser Array
Photon Torpedos
Tractor Beam (Strength Value is listed with the Spaceframe)

Third, we decide the Ships Sheild and Ability values.

Ability is determined by the Transport's Engine Organization Value (Example: If the Engine Value is x, the ship has ten power)

Shields are adamant by the Ship'due south Engine System Value + Security Section Value.

4th, we determine the transport'due south Resistance value (How much damage the ship can ignore earlier taking harm), which is equal to the Ship'south Scale.

Fifth, Get over all the talents picked for the send, and make whatever adjustments to Systems and Departments

Lastly, nosotros option the Send'south Proper noun and Registry Number.

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Bones Game Mechanics - Understanding the 2d20 Organization

For more in-depth reading on how the basic game mechanics works, I strongly recommend downloading the Star Trek Adventures Quick Start Guide, which is free from Modiphius.

Star Expedition Adventures uses the 2d20 game organisation for play. Unlike other tabletop games, 2d20 is a footling counter-intuitive. Instead of rolling a single d20 and adding any skill value you have to that curl, Star Trek Adventures, when attempting a 'Task', has you lot take the sum of a relevant Attribute & Discipline (Example: Presence + Command, a common roll for someone in a command role), and use that value as a target number. You then roll 2d20, and if y'all roll below that target number, you count that equally a 'success'. The number of Successes required to consummate that job successfully is determined by the Difficulty, ranging from 0 to 5.

Example: Difficulty 1, Presence xi + Command v = 16. Roll 2d20, 12 and 17. You rolled one success and one Failure, You completed the task.

Similar other tabletop games, it is possible to curl Critical Successes and Critical Failures. In Star Trek Adventures, a Critical Success is rolling a 1, which counts as 2 Successes.

A Critical Failure, also chosen 'rolling a Complication', can vary based on the Complication range, and typically denotes how perilous the chore is. Past default, the complication range is set to 1, or rolling a natural 20. The Complexity ranges are as follows:

  • 1 = 20
  • ii = 19-xx
  • 3 = 18-20
  • 4 = 17-20
  • 5 = sixteen-twenty

Depending on the task, rolling a complexity won't necessarily mean that you failed in your endeavour, but as the peril of the action increases, information technology could mean the difference betwixt life and death.

For Example, one game that I ran had a Player Character attempt to walk across a log being used equally a bridge over a river. He successfully completed the task, but rolled a complication, which was him slipping off the log when he got to the other side and landed on his shoulder. The complication was that his shoulder was bruised and whatsoever task that required him to utilise it (Lifting an object, aiming a weapon, etc) would accept its difficulty increased by 1 until he could have it healed at a well-stocked medical facility.

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Basic Game Mechanics - Momentum, Threat & Determination

Star Expedition Adventures utilizes 3 resource pools to help the game function: Momentum, Threat and Determination. These resources pools give both Players and the GM a system to help them complete their tasks successfully (for the players), or turn upward the heat if things are getting too easy (for the GM).

Momentum

Whenever a character attempts a Task and scores a greater number of successes than the Difficulty, these extra Successes get Momentum, a valuable resource that allows Thespian Characters to consummate Tasks more quickly or thoroughly than normal, or otherwise gain additional benefits.

Each success above and beyond the Difficulty of the Task becomes one point of momentum, upwards to a maximum of six and is shared amidst all players. Whatever Momentum gained above vi and is not used immediately is lost. Additionally, the group momentum pool reduces by i point at the end of a scene to represent the passage of time and... well... the loss of Momentum.

Momentum can have many uses, but the nearly common use for information technology is the buy of actress d20s for job rolls, this action is referred also equally Create Opportunity, and is an Immediate Action and Repeatable. A player may buy up to 3 actress d20s, with the first die costing ane momentum, the 2nd iii, and third 6. A player may only roll a maximum of 5 die for any attempt at a task, and this includes being assisted by some other role player or the Send. For example: Ensign Bobby attempts a task that is especially difficult, and is being assisted by the Ships Computer, giving him 3d20. He has the pick to purchase actress dice, but may but purchase 2 dice for a maximum of 5d20.

The Second almost common use, and arguably the almost important, is to Obtain Information, and this action is Repeatable. For each bespeak of Momentum spent, a player may inquire the Gamemaster i question, which is then answered truthfully, about the state of affairs. Think, Cognition is Power.

Other uses include:

  • Create Advantage: Spending 2 momentum establishes some new Advantage in improver to whatever effect the successful job had, or removes a Complication from the Scene.
  • Create Trouble (Immediate, Repeatable): A Graphic symbol tin can choose to make this more than hard for an opponent, increasing the difficulty of a single task by ane for every 2 momentum spent. Create Problem must be done before any dice are rolled for a chore.

Threat

While not something that the Players tin interact with directly, Threat is an integral part of the game. The Gamemaster uses threat to change scenes, to vitrify Not-Player Characters (NPCs) and to generally brand things more perilous and exciting. Players can add points to the Gamemaster's Threat Pool instead of Spending Momentum.

Typically, the Gamemaster starts out with 2 points of threat for every Player participating in the game. (Ex: 4 players, 8pts of Threat).

Players typically add together to the Threat Pool past taking some of the following deportment:

  • Taking a Provocative Activity: Whatever time a Player acts in a mode that is Provocative or Threatening, the GM gains a point of Threat. For example: A Starfleet Officer resorting to Violence instead of Diplomacy first.
  • Firsthand Momentum: Whenever a graphic symbol can apply an Immediate Momentum Spend, such as buying bonus d20s, they can do this past adding to the threat pool, point for betoken.
  • Complications: When a graphic symbol suffers 1 or more Complications on a task they or the Gamemaster may choose not to take the Complication have upshot, but this is in exchange for adding one or 2 points of threat to the puddle.
  • Threatening Circumstances: The Surroundings or Circumstances of a new scene may be threatening enough to warrant adding 1 or two points of threat to the pool
  • Non-Player Character (NPC) Momentum: NPCs with unspent momentum cannot save information technology like Player Characters because they do not take a grouping Momentum pool. Instead, an NPC adds unspent momentum to the Threat Puddle

Just similar players and Momentum, the Gamemaster can spend Threat in the aforementioned mode. Examples include:
  • NPC Momentum: NPCs may use Threat in even so ways that a Player can employ group Momentum
  • NPC Threat Spends: For any action that would add 1 or more points to Threat, an NPC performing the same action or choice must spend an equivalent number of threat points.
  • NPC Complications: The Gamemaster may choose to spend threat to avoid a complication in the aforementioned manner that Players tin with Momentum
  • Complexity: The Gamemaster may create a Complication past spending Two Threat
  • Reinforcements: The Gamemaster may bring in boosted NPCs during a Scene. Minor NPCs cost 1 threat apiece, Notable NPCs cost 2.
  • Environmental Furnishings: The Gamemaster may trigger or cause problems within the Environment by spending threat.

Determination

Determination is a powerful tool at player's disposal. Typically, a Player starts with ane point of Determination, and may only have a Maximum of 3 points. Determination can be used by any player citing one of their values. The Role player must justify how the Value applies to the current situation.

A point of Determination spent provides 1 of the following benefits:

  • Perfect Opportunity: A Signal of Conclusion may exist spent to grant the grapheme a bonus d20. This bonus d20 is dissimilar considering information technology is considered to take resulted in a 1, granting two automatic successes. The limit to boosted d20s bought for a task however applies.
  • Moment of Inspiration: A Bespeak of Decision may exist spent to re-roll all of the grapheme's dice in their dice pool.
  • Surge of Activity: The grapheme may immediately perform some other job as before long equally the current one has been resolved.
  • Make it So: The grapheme immediately creates an Advantage that applies to the current scene.

Players can proceeds Determination by taking deportment that challenge their character'southward values, or otherwise take a significant impact on the scene, alternatively, a character's value may hinder a grapheme, similar being biased, bullheaded them to possibilities, or otherwise impair their power confront the situation effectively. The GM, in this case, may offer the player the thespian a bespeak of Conclusion in commutation for taking a Complication relevant to the scene. More information on how Determination works can be plant on Pg. 87-88 of the Cadre Rule Book.

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Basic Game Mechanics - Ground Gainsay & Social Encounters

Combat in Star Trek Adventures differs slightly from other Table Top games similar D&D in that the structure of how the combat plays out is dissimilar than your typical "Stab the bad guy till he falls down" combat you find in other titles. In fact, 'gainsay' doesn't fifty-fifty need to be a examination of arms at all, you lot can have a duel of words with your opponent just as easily equally you can with a phaser, and this can be washed with Opposed Tasks. You lot are Starfleet Officers, after all, yous should exist attempting Affairs whenever possible.

Stress & Injuries

Combat in Star Trek Adventures is a very serious matter, and it doesn't last long either. A well-co-ordinated group of Starfleet Officers can make brusk work of an opponent very quickly, and the opposite is also truthful, if you're sick-prepared, information technology can quite deadly.

The most important role to understand is Stress. Each character has a 'Stress' Value that is derived from their Fitness + Security scores. This denotes the amount of physical damage your character can sustain before being incapacitated or receive an injury.

If a graphic symbol receives 5 or more harm from a unmarried source (Attack, Take a chance, etc), they sustain an injury. If a grapheme's stress value is reduced to 0, they sustain an injury. If they take any impairment while their stress is at 0, they sustain an injury.

If a character ends a scene with an injury without it being properly treated, and the GM decides that it is life-threatening, that character can die from those injuries. If the injury is not life-threatening, the GM tin decide that the character is incapacitated until treated, or their ability to perform tasks significantly hampered.

Actions, Making an Attack & Initiative Order

In Star Trek Adventures, the Player Characters will always typically be able to human activity start in most encounters, with notable exceptions similar beingness caught unawares, or their opponent having special abilities that would allow them to deed kickoff in an encounter.

Unlike in D&D or Pathfinder, initiative isn't determined on a character past character basis, but rather a Team past Team footing, IE All the player characters take their turn, and so the Opponents accept their turn, and this repeats until the encounter is resolved. In what order the Player Characters determine to go in is determined amid themselves unless otherwise directed by the GM.

During an see, a Character tin perform a Major activeness and a Pocket-size Action. Major actions include moving a distance greater than Medium Range, Performing an activeness that requires your characters focus and attending (Like repairing equipment while under fire), or making an attack. Minor actions include moving any distances less than medium range, and using the Aim, Prepare, or Describe Item modest actions.

To make an attack, a player follows the post-obit steps:

  • Attacker chooses a weapon.
  • The Attacker chooses a target. A melee weapon attack must be inside reach.
  • The character declares whether the attack is intended to be Non-Lethal or Lethal. If the attack is Lethal, add a single signal to the Threat Puddle.
  • The Attacker attempts a chore, determined by the Type of Assail:
    • Melee: Daring + Security Task with a difficulty of ane, Opposed by the target'due south Daring + Security (besides difficulty 1). If the Target wins the Opposed Task, then They are considered to have made a successful Attack instead. Opposed tasks volition exist covered next.
    • Ranged: Control + Security Task with a Difficulty of 2. The Difficulty of this task increases by +1 if there is an enemy within accomplish of the Aggressor. The Complication Range of the Set on increases by one if there are creatures inside attain of the Target; a Complication may bespeak that i of those other creatures are struck by the attack as well (Ex: Friendly Fire).

Opposed Tasks

Opposed tasks will come up oftentimes, either in Combat, or in social encounters likewise, and are relatively simple to sympathize.

In An Opposed Task, the 'attacking' or 'active' character attempts a job, and the 'defending' or 'reactive' character volition attempt a task to counter information technology, typically the same task as the active character, but this is not always the example. This can result in the following:

  • 'Active' Graphic symbol Succeeds, 'Reactive' Grapheme Fails: The active character achieves their goal, and their task is successful.
  • 'Agile' Character Fails, 'Reactive' Grapheme Succeeds: The active character fails to reach their goal and the Reactive grapheme's task is resolved. Some Opposed Tasks accept a specific additional outcome for the reactive graphic symbol's task.
  • Both Characters Neglect: The Active grapheme fails to achieve their goal, only the reactive character gains no boosted benefit.
  • Both Characters Succeed: Compare the total Momentum generated on each character's job. The Character with the higher Momentum wins and achieves their goal, but loses one Momentum for each Momentum their opponent scored. The Loser then loses all the Momentum they generated, and may not spend whatever. In the case of a Tie, or if no Momentum is generated by either graphic symbol, the Active grapheme wins, but loses all Momentum generated (if any).

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Using your Starship

Under Construction

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Using Roll20.net Virtual Table Superlative System

Roll20.net is a very robust and versatile game arrangement with a whole host of features. While the majority of explaining how to use Roll20.net tin can be explained in game, here's a quick primer on how to navigate the system.

Get-go Joining the Game

At the showtime of the event, y'all will be given a bring together link by the Effect Host, and this will take yous to the Game'due south page where you can find when the adjacent game is scheduled, who'south besides playing the game, and a brief description of the game. To actually play the game, you have to click the 'Launch Game' button under the game'due south Title, and the game will starting time to load.

When you kickoff log in, at that place are a few house-keeping items that need to exist taken care of. First, click the Cog Wheel on the summit right near side of the screen to admission your settings, every bit pictured below:

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Please edit your screen proper noun to the Shortened Rank of your character and your Character's last name. Instance: Lt. Johnson
Whatever of the settings pictured to a higher place can exist edited to your preferences. Ignore the book slider, as sound, while available, volition not exist used.
Next, curlicue down in the settings until you lot see what is pictured below:

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Change Player Avatar Size to "Names But".
Under Video + Sound Chat Options, change to "None (No video/audio)". Since we volition exist using UFP'south Teamspeak, Roll20's video/audio system will not be used.

Using your Graphic symbol Sheet

Your character sheet should have already been added past the GM, so accessing it will be a unproblematic thing. To observe your graphic symbol canvas, click the push that looks like a paper to admission the Periodical. Get through the list until you discover your graphic symbol, as pictured below, and click that character'southward name:

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A Window will pop up with your character's image, and aught else. From here, yous can cull to Edit your graphic symbol's Bio and Name by clicking the edit push, this can exist done on your own time.

To apply your Character canvass, click the Character Sheet tab to bring up the following:

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This should already be filled in for you, if not, the GM volition walk y'all through filling in the Character Canvas.

Using the grapheme sheet is easy. To perform a task, yous select one Attribute and one Bailiwick (In the image, Presence and Control are highlighted). Next, you decide if a Focus is being used (In the paradigm, this is set to 'No'). Y'all then select the complication range as outlined by the GM (Default is i). Side by side, you roll your chore, by choosing how many d20'south you lot'll be rolling (past clicking the numbers next to 'Job Curl', default is 2 for basic roll, i to assist, or 2 or more to a max of 5 d20s), and clicking the Comm Badge button. This will coil the Task, and produce the following in the Games conversation pane:

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This represents that Presence (9) + Command (5) was rolled, producing 1 success, and 1 failure, with no complexity. If a Complication is rolled, then the numbers will be Red. If a Critical Success is rolled, a ii will exist displayed. Hovering your mouse over the result will brandish the algorithm used to curlicue the effect.

To roll an attack, y'all scroll down on your character canvass to the Weapons Section. To roll an attack, you click the Combadge Button next to that weapon, and information technology will roll the challenge dice listed in the field next to it, as pictured below:

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An attack curl will produce the post-obit in the Games Chat Pane:

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The whorl above shows that out of 4 challenge die rolled, only 1 damage and 1 upshot was rolled. Since a Type-ii Phaser was used, which has the 'Charge' quality, if the Prepare pocket-sized action was taken before the attack was rolled, the character could then apply one of the effects listed.

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This Guide is a work in progress, and is subject to Additions and Changes

Lieutenant Commander Aceman67
Starfleet Tactical Operators Officer

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