Aug 31, 2023 3:31 pm
TASKS
Whenever a character attempts to complete an activity where the outcome is in doubt or failure is interesting, the character attempts a Task.
ATTEMPTING A TASK
A Task involves a character’s Attributes, Disciplines, and Focuses, and requires rolling two or more d20s.
1. The Gamemaster chooses which Attribute and which Discipline are appropriate for the Task being attempted. They also consider whether any of the character’s Focuses are applicable. Add together the Attribute and the Discipline chosen. This is the Target Number for the Task.
2. The Gamemaster then sets the Difficulty of the Task. This is normally between 0 and 5, but can go higher. The Difficulty is the number of successes the Player must roll on their d20s to successfully complete the Task.
3. The Player rolls their dice pool. The Player takes two d20s, and may choose to purchase up to three additional d20s by spending Momentum, adding to Threat, or using Determination (see "Improving the Odds", p.9). Once additional dice — if any — have been purchased the Player rolls their dice pool.
4. Each die that rolls equal to or less than the Target Number scores a single success.
A. If there is an applicable Focus, then each die that rolls equal to or less than the Discipline being used scores two successes.
B. Each die that rolls a natural 1 scores two successes.
C. Each die that rolls a 20 causes a Complication
5. If the number of successes scored equals or exceeds the Difficulty of the Task, then the Task is completed successfully. If the number of successes is less than the Difficulty of the Task, then the Task fails. Any successes in excess of the Difficulty of the Task become Momentum.
6. The Gamemaster describes the outcome of the Task. If the Task was successful, the Player may spend Momentum to improve the result further. After this, the effects of any Complications are applied.
Scotty is attempting to squeeze additional power out of the Enterprise’s engines. His Target Number is his Control Attribute (11) and Engineering Discipline (4), for a target of 15, and he has a Focus in Starship Propulsion, and the Task has a Difficulty of 2. He rolls two d20s, rolling a 4 and a 19: the 4 scores two successes (thanks to his Focus in Starship Propulsion), while the 19 scores no success. With a total of two successes, Scotty succeeds at his Task.TRAITS
Locations, characters, and situations all come in a variety of shapes and sizes, and these differences are handled ingame as Traits. Each Trait is a single word or a short phrase, which describes a single significant fact about whatever it is the Trait belongs to and remains in play so long as it is true about the scene, character or place to which it is attached.
Traits, Advantages and Complications will do one of the following things:
* The Trait would not impact the Task and does not have any effect.
* The Trait is beneficial, and allows the Task to be attempted when it might normally be impossible.
* The Trait is beneficial, and reduces the Difficulty of the Task by 1.
* The Trait is detrimental, and increases the Difficulty of the Task by 1.
* The Trait is detrimental. It either prevents the Task from being attempted when it might normally be possible, or means the situation now requires a Task when one would not normally be required.
ADVANTAGES
An Advantage is a Trait which is inherently positive or beneficial, and which will never have a detrimental effect to its owners.
COMPLICATIONS
A Complication is a Trait which is inherently negative or problematic, and which will never have a beneficial effect upon its owners.
TASK DIFFICULTY
Unless otherwise noted, most Tasks have a basic Difficulty of 1, though more routine or straightforward Tasks may have a Difficulty of 0, and more complex or problematic Tasks will have higher Difficulties. After this, the Gamemaster then considers if there are any other factors in the current scene or environment, or affecting the characters involved, that would alter the basic Difficulty.
Dr. McCoy is attempting to perform complex heart surgery on Ambassador Sarek. This has a basic Difficulty of 2, but there are other factors. Firstly, Sarek is Vulcan, and McCoy’s knowledge of Vulcan physiology is limited, which increases the Difficulty by 1. Secondly, without a Vulcan blood donor, the operation can’t be performed at all; this Complication is overcome by having Spock donate blood to the procedure, however. Thirdly, the Enterprise is Under Attack, which is obviously disruptive, increasing the Difficulty by 1. Together, these increase the Difficulty to 4. Fortunately, McCoy has the Enterprise Sickbay and Nurse Chapel to assist him.IMPROVING THE ODDS
Star Trek Adventures provides several ways for characters to improve their chances of success by buying additional d20s to roll on a Task:
For the Gamemaster buying bonus d20s for Non-Player Characters there are fewer options. The Gamemaster may spend points of Threat to add dice to a Non-Player Character’s Task roll. Typically, Non-Player Characters do not have Determination.
Whenever a character attempts to complete an activity where the outcome is in doubt or failure is interesting, the character attempts a Task.
ATTEMPTING A TASK
A Task involves a character’s Attributes, Disciplines, and Focuses, and requires rolling two or more d20s.
1. The Gamemaster chooses which Attribute and which Discipline are appropriate for the Task being attempted. They also consider whether any of the character’s Focuses are applicable. Add together the Attribute and the Discipline chosen. This is the Target Number for the Task.
2. The Gamemaster then sets the Difficulty of the Task. This is normally between 0 and 5, but can go higher. The Difficulty is the number of successes the Player must roll on their d20s to successfully complete the Task.
3. The Player rolls their dice pool. The Player takes two d20s, and may choose to purchase up to three additional d20s by spending Momentum, adding to Threat, or using Determination (see "Improving the Odds", p.9). Once additional dice — if any — have been purchased the Player rolls their dice pool.
4. Each die that rolls equal to or less than the Target Number scores a single success.
A. If there is an applicable Focus, then each die that rolls equal to or less than the Discipline being used scores two successes.
B. Each die that rolls a natural 1 scores two successes.
C. Each die that rolls a 20 causes a Complication
5. If the number of successes scored equals or exceeds the Difficulty of the Task, then the Task is completed successfully. If the number of successes is less than the Difficulty of the Task, then the Task fails. Any successes in excess of the Difficulty of the Task become Momentum.
6. The Gamemaster describes the outcome of the Task. If the Task was successful, the Player may spend Momentum to improve the result further. After this, the effects of any Complications are applied.
OOC:
Example:Scotty is attempting to squeeze additional power out of the Enterprise’s engines. His Target Number is his Control Attribute (11) and Engineering Discipline (4), for a target of 15, and he has a Focus in Starship Propulsion, and the Task has a Difficulty of 2. He rolls two d20s, rolling a 4 and a 19: the 4 scores two successes (thanks to his Focus in Starship Propulsion), while the 19 scores no success. With a total of two successes, Scotty succeeds at his Task.
Locations, characters, and situations all come in a variety of shapes and sizes, and these differences are handled ingame as Traits. Each Trait is a single word or a short phrase, which describes a single significant fact about whatever it is the Trait belongs to and remains in play so long as it is true about the scene, character or place to which it is attached.
Traits, Advantages and Complications will do one of the following things:
* The Trait would not impact the Task and does not have any effect.
* The Trait is beneficial, and allows the Task to be attempted when it might normally be impossible.
* The Trait is beneficial, and reduces the Difficulty of the Task by 1.
* The Trait is detrimental, and increases the Difficulty of the Task by 1.
* The Trait is detrimental. It either prevents the Task from being attempted when it might normally be possible, or means the situation now requires a Task when one would not normally be required.
ADVANTAGES
An Advantage is a Trait which is inherently positive or beneficial, and which will never have a detrimental effect to its owners.
COMPLICATIONS
A Complication is a Trait which is inherently negative or problematic, and which will never have a beneficial effect upon its owners.
TASK DIFFICULTY
Unless otherwise noted, most Tasks have a basic Difficulty of 1, though more routine or straightforward Tasks may have a Difficulty of 0, and more complex or problematic Tasks will have higher Difficulties. After this, the Gamemaster then considers if there are any other factors in the current scene or environment, or affecting the characters involved, that would alter the basic Difficulty.
OOC:
Example:Dr. McCoy is attempting to perform complex heart surgery on Ambassador Sarek. This has a basic Difficulty of 2, but there are other factors. Firstly, Sarek is Vulcan, and McCoy’s knowledge of Vulcan physiology is limited, which increases the Difficulty by 1. Secondly, without a Vulcan blood donor, the operation can’t be performed at all; this Complication is overcome by having Spock donate blood to the procedure, however. Thirdly, the Enterprise is Under Attack, which is obviously disruptive, increasing the Difficulty by 1. Together, these increase the Difficulty to 4. Fortunately, McCoy has the Enterprise Sickbay and Nurse Chapel to assist him.
Star Trek Adventures provides several ways for characters to improve their chances of success by buying additional d20s to roll on a Task:
Assistance | One or more characters may assist the Task. Each character attempting to assist rolls 1d20, using a Target Number of their own Attribute + Discipline combination. Any successes they score are added to the Task’s success, providing the main character attempting the Task scores 1 success. |
Momentum | The spend Create Opportunity allows characters to buy additional dice, representing coordination, teamwork, and building upon prior successes. |
Threat | The Create Opportunity spend can be paid for by adding to Threat instead of spending Momentum. This represents taking risks or acting recklessly. |
Determination | A character may spend Determination to buy a single bonus d20 for the Task. This die is considered to have already rolled a 1, and therefore scores two automatic successes. Determination may only be spent in certain circumstances. |
Talent(s) | A few Talents that a character may have grant them bonus d20s in specific circumstances. This costs nothing but it must be the correct situation for use and they still count towards the number of bonus d20s that can be purchased. |
For the Gamemaster buying bonus d20s for Non-Player Characters there are fewer options. The Gamemaster may spend points of Threat to add dice to a Non-Player Character’s Task roll. Typically, Non-Player Characters do not have Determination.