Characters in STA have 6 Attributes valued 7 to 12.
They also have 6 Disciplines based on their training.
Finally they have focusses. Which are specialised skills. For example; Transporters.
Example of a skill test.
Assisting another player adds let’s you also roll dove against your
A Scottish engineer is attempting to teleport someone.The GM rules this a test of their Control + Engineering. In this case a combined score of 15. (11 and 4)
The GM defines the difficulty of this test as 2 (The standard).
The Engineer rolls 2d20. (The standard) He gets a 4 and a 19. The 4 is a success because it is equal or below 15.
This would be one success BUT he also has the transporter focus which doubles any successes equal to or below their discipline score. Two successes, on a difficulty 2 test is a pass.
A roll of 1 always counts as 2 successes, a roll of 20 adds a complication as defined by the GM.
Players have traits, these can make rolls harder, have no effect or reduce the difficulty. (Number of success needed)
If you pass a test with spare success these are added to the momentum pool. These can be spent to create advantages add additional dice to a roll or make an enemies more need more successes.
The cost of additional dice is 1,2 and then 3 momentum.
You can assist another player by rolling your own attribute + discipline.
The gm has a threat pool. In the same way players have momentum to improve the odds, the GM can make things more difficult. If a player has no momentum and wants to gain an extra die they can add one threat to the GMs pool.
Is in rounds with each player and NPC taking a turn including a major and minor action.
Combat normally starts with one of the PCs. Initiative does not appear to be a thing?