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Characters in STA have 6 Attributes valued 7 to 12.
Control
Daring
Fitness
Insight
Prescence
Reason
They also have 6 Disciplines based on their training.
Command
Conn
Security
Engineering
Science
Medicine
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.
Additional rules
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.
Threat
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.
Combat
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?
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Choose a weapon and a target, and confirm if the attack is lethal or nonlethal.
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For a melee attack, the attacker attempts a Daring
- Security Task with a Difficulty of 1, opposed by
the target’s Daring + Security (also Difficulty 1). If
the target wins the Opposed Task, then they are
considered to have made a successful attack instead.
For a ranged attack, the attacker attempts a Control
- Security Task with a Difficulty of 2. This is not an
Opposed Task.
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Roll the number of dice for the attack or hazard’s
damage rating. The total rolled is amount of damage the
attack or hazard inflicts. -
If the target has any Resistance Dice (from Cover
and the like), roll those dice, and add the total rolled
to the character’s static Resistance, if any. The total is
the character’s total Resistance for that attack. -
Reduce the total damage rolled by one for each point
of total Resistance. If there’s one or more damage
remaining after this reduction, the character loses one
point of Stress for each point of remaining damage. The
character may also suffer an Injury if one or more of the
following conditions occurs:
5 or more damage is taken in a single attack or stress is reduced to 0.