Attributes
There are five attributes, which can range from 1 to 5. 2 is human
average. Legendary characters may have a 5 somewhere, although 3 and 4
are more common. Each attribute has 2 edges, which can range from -2 to
+2. An edge gives a bonus to skill rolls for applicable skills. Most
characters only have 3-4 edges.
Fitness (Strength, Vitality)
Coordination (Dexterity, Reaction)
Intellect (Logic, Perception)
Presence (Empathy, Willpower)
Psi (Focus, Range)
Skills
There are some 50+ skills, which can range from 0 to 5. 2 is
professional level. Most characters have skills in the 1-2 range with a
handful at 3-4. Most skills can have specializations, which can range
from 1 to 6. Most characters have one specialization per skill.
Skill Tests
A skill test is made by rolling x d6, where x is the attribute score.
Take the highest die rolled and add the skill level to get your result.
One die is a wild die, if it rolls a 6 you can add that and the next
highest die to your skill level. If all the dice are 1 something bad
happens. Edges either add extra dice to the roll or, rarely, their
value to the final result, at the GM's whim.
Difficulty Numbers:
Routine
4
Moderate 7
Challenging 10
Difficult 13
Nearly Impossible 15+
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Courage Points
Characters start out with 3 courage points. After you make a skill
test, you may spend up to 4 courage points with each CP spent
increasing the result by one. If the CP usage is dramatically
appropriate, you can get some of the points back immediately. Otherwise
they renew at the start of a game session.
Resistance and Wound Levels
You have a base resistance equal to your fitness + vitality. Resistance
subtracts from every blow taken, damage over your resistance damages a
character directly. A character has six wound levels, and can take
damage equal to their resistance before dropping to the next wound
level. Characters go unconscious at four wound levels, although
penalties to actions apply after the first wound level taken. A knife
does 3 + 2d6 damage, a sword 4 + 2d6, a phaser on setting 3 (heavy
stun) does 6 + 4d6, a phaser on max (setting 16) does 160 + 12d6
damage. Most characters have a resistance of 2-4. Courage can be used
to increase your resistance for one round.
Renown
There are five renown categories. This is analogous to reputation. You
can get anywhere from 1 to 6 renown for a famous action. Captain Picard
has 71 total renown. Positive scores are good, except for aggression
where low positive is good. Most lieutenants have less than 25 total
renown.
Agression: Willingness to resort to violence or threat of violence
Discipline: Conformity to and consideration for the larger group
Initiative: Covers risk-taking, experimentalism, boldness
Openness: Willingness to consider and adapt to the views of others
Skill: Personal skill, competence, resourcefulness
Experience
2 XP per adventure +/- 1 or 2. Improving a skill costs approximately
the new skill level. Improving a specialization costs approximately one
point less than the new level. Improving an attribute costs
approximately one point more than the new level. Improving an edge
costs 4 XP per point. Courage costs 5 XP per point. Advantages and
buying off disadvantages costs 4, 8 or 12 XP for most.
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