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Mechanics and Dice.

Posted by Starfleet CommandFor group 0
Starfleet Command
GM, 33 posts
Dammit Jim
I'm a GM, not a Goldminer
Fri 25 Jan 2019
at 15:47
  • msg #1

Mechanics and Dice

Task Resolution:

- GM suggests Attribute + Discipline combo to roll; player is free to pitch alternatives.  I often say "Make a Reason or Intuition plus Engineering check, whichever is better."

- GM sets and announces difficulty.  This is the number of successes you need to achieve.  By telling you ahead of time, it does more than keep me honest, it tells you how hard the task will be and informs your decision to buy more dice using Momentum.

- Other player(s) may offer to assist.  Typically only one assist applies.  The assist rolls a single die, and may use a different Attribute/Discipline combo entirely as appropriate.  For example, If Naryss was scanning an enemy vessel for weakness, he might roll his Insight + Security, with Decker assisting with a single die using his Reason + Science.

- You may get a bonus die from the ship or equipment, if appropriate.

- You may purchase additional dice to roll with Momentum, or spending Determination.

- You roll the dice and count successes. Any successes above and beyond this number generate Momentum for the group pool. This momentum can often be used as an "immediate spend" to do more damage, get more info, fix the thing faster, etc... or stockpiled for later use.  Max Momentum Pool is 6. ;)

Successes:

Normally your Target Number is your appropriate Attribute + Discipline.  Each d20 that rolls this number or lower is 1 success.  If you roll a 1, it counts as 2 successes.  If you have an applicable Focus, any roll equal to or less than your appropriate Discipline is 2 successes.

In other words, if you have a Focus that applies, you're more likely to score a "Crit" and get 2 successes on a roll.

Normally the Complication Range on a check is 20.  If you roll a 20, it creates a Complication - something bad.  Alternately, the GM can bank 2 Threat instead.  Some rolls have an increased Complication Range; either due to circumstance or the GM spending Threat to increase the range.  In this case, you can get a complication by rolling equal to or higher than the Complication Range.  That represents tricky situations where things can easily go wrong.
Starfleet Command
GM, 136 posts
Dammit Jim
I'm a GM, not a Goldminer
Sun 18 Aug 2019
at 01:54
  • msg #2

Mechanics and Dice

ADVANCEMENT

Challenging Values

The simplest way a character progresses is through challenging a Value. This can be done on a game session by game session basis and is led by the Players themselves. Challenging a Value is a core element of developing characters based on their experiences, breaking down prejudices and enhancing their view of the Galaxy. By Challenging a Value, a Player will lose the use of one of the Values temporarily, but gain one point of Determination to use later in that mission. At the end of the mission, once the story has come to its conclusion, the Player can then reword their Value to reflect the perceived change in their character. The change should be relevant to their experiences and be plausible — unless an incredible personal discovery has been made, completely reversing a prejudice or misconception should be avoided for more natural personal growth.

Milestones

There are three types of Milestones, all of which take place at the end of an Adventure. A Normal Milestone occurs when a Player Character’s Values have had an impact on their role in the mission, while a Spotlight Milestone is one in which Players vote to highlight a particular character for their actions, and an Arc Milestone represents a key developmental point in the life of a Player Character through their missions in Starfleet.

Normal Milestones

A Normal Milestone occurs at the end of an adventure, you should take note of whether each Player did the following: The character challenged a Value or Directive during the adventure. The character was Injured by a lethal attack during the adventure. The character used at least one Value or Directive positively and at least one Value or Directive negatively. If they did then award them a Normal Milestone, they then have the option to do one of the following with their Player Character:

If a Value was challenged and crossed out, rewrite that Value. The new Value should relate somehow to both what the Value was before, and the circumstances that caused it to be challenged. It doesn’t have to be a huge change — and often, it won’t be — but the new Value should demonstrate how the character’s perspective has changed.

Choose two Disciplines. Reduce one of those Disciplines by 1 (to a minimum of 1), and increase the other by 1 (to a maximum of 4).

Choose one of the character’s Focuses, and replace it with another Focus.

Select a Supporting Character that was used during that adventure, and use one of the above options for that Supporting Character.

Save the Milestone, for use when another Milestone is gained.

Most of these options represent a shift in the character’s priorities, as their experiences make them evaluate where they focus their time and attention. Maintaining their existing level of competence requires regular study and training, so a shift in priority can see one area of expertise diminish as attention is turned to a different one.

Spotlight Milestones

A Spotlight Milestone works in the same way as a Normal Milestone, only you may wish to highlight one particular character’s actions. This Player must already fulfil the requirements for a Normal Milestone, and you may go about the awarding of a Spotlight Milestone in two different ways: Award the Spotlight Milestone to one character who clearly had a significant impact on the mission, or who’s character reached a key stage in development. When deciding to award a Spotlight Milestone, instead of choosing a Player, let the Players decide who should be awarded the milestone. Spotlight Milestones should be awarded at least once every two or three missions, but they should not happen every mission. The Gamemaster is, however, free to adjust this level as they see fit — if a group of Players are involved in a deeply character-focused storyline with significant or longterm repercussions, it may be appropriate to award Spotlight Milestones more frequently.

With a Spotlight Milestone, the Main Character receives a single choice from the Normal Milestone list, and a single choice from the following list as well:

Choose two Attributes. Reduce one of those Attributes by 1 (to a minimum of 7), and increase the other by 1 (to a maximum of 11).

Choose one of the character’s Talents, and replace it with another Talent.

Select a Supporting Character that was used during that adventure, and use one of the above options for that Supporting Character.

Choose two of the ship’s Systems. Reduce one of those Systems by 1 (to a minimum of 6), and increase the other by 1 (to a maximum of 12).

Choose two of the ship’s Disciplines. Reduce one of those Disciplines by 1 (to a minimum of 1), and increase the other by 1 (to a maximum of 4).

These represent even greater shifts in the character’s priorities, making more significant changes to the character. Alternatively, it may represent the character altering, adjusting, or refitting ship systems and retraining personnel, something which takes considerable time and effort in its own right.

Arc Milestones

Arc Milestones represent a significant point in the overall continuing mission for the starship and her crew. It represents a major change for the character at a culmination in a story arc. Awarding Arc Milestones depends wholly on how many Spotlight Milestone’s the character has already been awarded. When a Main Character has received two or more Spotlight Milestones, the next Spotlight Milestone they receive will be an Arc Milestone instead. The number of Spotlight Milestones required increases with every Arc Milestone received: the first Arc Milestone is received after the character has received two Spotlight Milestones, and the number required increases by one for every Arc Milestone received. Alternatively, the Gamemaster is permitted to award Arc Milestones in a more organic manner, creating distinct character or story arcs across several adventures, and awarding an Arc Milestone to some characters at the conclusion of such an arc.

ARC MILESTONES RECEIVED SPOTLIGHT MILESTONES REQUIRED FOR NEXT ARC MILESTONE
0 2
1 3
2 4
3 5
…each successive… +1

Receiving an Arc Milestone grants all the benefits of a Spotlight Milestone (which also grants the benefits of a Normal Milestone), and allows the character to select an option from the following list:

Choose a single Attribute, and increase it by 1. The Attribute cannot be increased above 12.

Choose a single Discipline, and increase it by 1. The Discipline cannot be increased above 5.

Select one additional Talent.

Select one additional Focus.

Select one additional Value.

Select a Supporting Character that was used during that adventure, and use one of the above options for that Supporting Character.

Choose one of the ship’s Systems, and increase it by 1 (to a maximum of 12).

Choose one of the ship’s Disciplines, and increase it by 1(to a maximum of 4).
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