Mar 1, 2024 11:55 pm
Let's discuss your characters in brief and their roles, and decide upon them before actually building the characters.
Once all six roles have been assigned or agreed upon, we'll go through character creation together. As to the ship we choose, that's also up for discussion.
I will have no real character vetoes, other than your character must be a member of Starfleet and the Federation.
Another thing you could add in here, is what you'd like to see in this game, if you have such a particular wish.
When we get to actual character generation, an option is the online generator here.
Once all six roles have been assigned or agreed upon, we'll go through character creation together. As to the ship we choose, that's also up for discussion.
I will have no real character vetoes, other than your character must be a member of Starfleet and the Federation.
Another thing you could add in here, is what you'd like to see in this game, if you have such a particular wish.
When we get to actual character generation, an option is the online generator here.
[ +- ] Star Trek 2d20
Create character
General
Background
Name | |
Rank | |
Assignment | |
Department | |
Role |
Background
Species | |
Environment | |
Upbringing | |
Academy | |
Career | |
Career Event 1 | |
Career Event 2 |
Traits |
Determination | |
Attributes
Disciplines
Stress
Control | 0 | Fitness | 0 | Presence | 0 |
Daring | 0 | Insight | 0 | Reason | 0 |
Disciplines
Command | 0 | Engineering | 0 | Medicine | 0 |
Conn | 0 | Security | 0 | Science | 0 |
Stress
Focuses
Focus 1
Focus 2
Focus 3
Focus 4
Focus 5
Focus 6
Values
Value 1
Value 2
Value 3
Value 4
Focus 1
Focus 2
Focus 3
Focus 4
Focus 5
Focus 6
Values
Value 1
Value 2
Value 3
Value 4
Talents
[ +- ] Talent 1
Description
[ +- ] Talent 2
Description
[ +- ] Talent 3
Description
[ +- ] Talent 4
Description
[ +- ] Talent 5
Description
[ +- ] Talent 6
Description
Weapons
Unarmed
Damage: #
Qualities: Knockdown
Weapon 1
Damage: #
Qualities:
Weapon 2
Damage: #
Qualities:
Unarmed
Damage: #
Qualities: Knockdown
Weapon 1
Damage: #
Qualities:
Weapon 2
Damage: #
Qualities:
Game Mechanics
MOMENTUM
Notes
Notes
Whenever a character attempts a Task and scores a greater number of successes than the Difficulty, these extra successes become Momentum, a valuable resource that allows characters to complete Tasks more quickly or more thoroughly than normal, or otherwise gain additional benefits. Each success above and beyond the Difficulty of a Task becomes one point of Momentum, which the character may immediately use or save for later. Each point of Momentum can be used or saved separately.
The Player group may only ever have a pool of 6 Momentum at any one time.
Spending Momentum
Players are encouraged to be creative in their use of Momentum. When you score an exceptional success, think in terms of how that superb performance can be reflected in either the result of the immediate Task or in how the outcome of that Task can impact what happens next.
Regardless of how it is used, Momentum spends must make a degree of narrative sense — that is, the benefit gained from Momentum must make sense from the perspective of the characters — and the Gamemaster may veto Momentum spends that do not support or reflect the fiction.
The most common ways to use Momentum are listed below.
While most Momentum spends must be made out of the player pool, Immediate Momentum spends may have some or all of their cost paid by adding 1 Threat to the GM's Threat pool for each point of Momentum otherwise spent.
Points / Use
2 / Create Advantage - Momentum can allow a character to produce a positive or advantageous circumstance. Spending two Momentum establishes some new Advantage in addition to whatever effect the successful Task had. Advantages created must relate to the nature of the Task attempted, and it must be something that could logically result from the character’s actions. This may instead be used to remove a Complication currently in play, or to create a Complication on an adversary.
1,2,3 / Create Opportunity (Immediate, Repeatable) - One of the most straightforward uses of Momentum is to add bonus d20s to a Task. The decision to purchase bonus dice must be made before the dice pool is rolled. The cost of this increases for each die purchased (regardless of how those bonus d20s were bought); the first die bought costs 1 Momentum, the second one costs 2 Momentum, and the third die costs 3. As noted on p. 80, no more than three bonus d20s may be bought for a single Task
2 / Create Problem (Immediate, Repeatable) - A character can choose to make things more difficult for an opponent, increasing the Difficulty of a single Task by one for every two Momentum spent. The decision to increase a Task’s Difficulty must be made before any dice are rolled on that Task.
1 / Obtain Information (Repeatable) - Momentum from a successful Task allows a character to learn more about a situation. Each point of Momentum spent can be used to ask the Gamemaster a single question about the current situation, or an item, object, structure, creature, or character present in or relevant to the scene at hand. The Gamemaster must answer this question truthfully, but the Gamemaster does not have to give complete information — a partial or brief answer that leaves room for further questions is more common. The information provided must be relevant to the Task attempted, and it must be the kind of information that a character using that skill would be able to determine in that situation — a character could use Medicine to diagnose an illness, or Security to identify a form of ranged weapon from the damage it causes.
The Player group may only ever have a pool of 6 Momentum at any one time.
Spending Momentum
Players are encouraged to be creative in their use of Momentum. When you score an exceptional success, think in terms of how that superb performance can be reflected in either the result of the immediate Task or in how the outcome of that Task can impact what happens next.
Regardless of how it is used, Momentum spends must make a degree of narrative sense — that is, the benefit gained from Momentum must make sense from the perspective of the characters — and the Gamemaster may veto Momentum spends that do not support or reflect the fiction.
The most common ways to use Momentum are listed below.
While most Momentum spends must be made out of the player pool, Immediate Momentum spends may have some or all of their cost paid by adding 1 Threat to the GM's Threat pool for each point of Momentum otherwise spent.
Points / Use
2 / Create Advantage - Momentum can allow a character to produce a positive or advantageous circumstance. Spending two Momentum establishes some new Advantage in addition to whatever effect the successful Task had. Advantages created must relate to the nature of the Task attempted, and it must be something that could logically result from the character’s actions. This may instead be used to remove a Complication currently in play, or to create a Complication on an adversary.
1,2,3 / Create Opportunity (Immediate, Repeatable) - One of the most straightforward uses of Momentum is to add bonus d20s to a Task. The decision to purchase bonus dice must be made before the dice pool is rolled. The cost of this increases for each die purchased (regardless of how those bonus d20s were bought); the first die bought costs 1 Momentum, the second one costs 2 Momentum, and the third die costs 3. As noted on p. 80, no more than three bonus d20s may be bought for a single Task
2 / Create Problem (Immediate, Repeatable) - A character can choose to make things more difficult for an opponent, increasing the Difficulty of a single Task by one for every two Momentum spent. The decision to increase a Task’s Difficulty must be made before any dice are rolled on that Task.
1 / Obtain Information (Repeatable) - Momentum from a successful Task allows a character to learn more about a situation. Each point of Momentum spent can be used to ask the Gamemaster a single question about the current situation, or an item, object, structure, creature, or character present in or relevant to the scene at hand. The Gamemaster must answer this question truthfully, but the Gamemaster does not have to give complete information — a partial or brief answer that leaves room for further questions is more common. The information provided must be relevant to the Task attempted, and it must be the kind of information that a character using that skill would be able to determine in that situation — a character could use Medicine to diagnose an illness, or Security to identify a form of ranged weapon from the damage it causes.