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Script Notes---Quick Rules Reference.

Posted by Starfleet CommandFor group 0
Starfleet Command
GM, 727 posts
Sending ships into danger
since about 2136
Thu 12 Feb 2015
at 01:57
  • msg #1

Script Notes---Quick Rules Reference

Main Rule: For most actions, roll the ability + skill at the given DC (generally 20). For every 5 points you beat it by, the results get better. For every 5 points you fail it by, the results get worse.

Abilities and Skills: These are general guidelines due to overlap:
  • Abilities:
    • Strength: Feats of strength and endurance
    • Dexterity: Quickness and finesse
    • Intelligence: Problem solving skills and creativity
    • Charisma: Charm and cunning
  • Skills:
    • Communication: Interaction with other people. Bluffing, seduction, diplomacy, bribery, out and out lying, it's all here.
    • Engineering: Where Knowledge is about knowing things, Engineering is about actually doing them. Knowledge will teach you the mathematical reasons why a warp drive works. Engineering will let you build one. This skill covers such things as gadgetry, inventing, tuning star ships, repairing items and so on.
    • Knowledge: Your grasp of the academic arts. It covers everything from languages to archeology, codebreaking to zoology. Knowledge is always relative to your character's background and interests—if the GM knows something is in your field of expertise, he can give you a bonus to your roll. The reverse is also true.
    • Medicine: The ability to heal the body. It also covers a fair amount of chemistry and other related disciplines.
    • Physical: If it's something physical that you do, this skill probably covers it. Jumping, piloting a ship, climbing and so on.
    • Subterfuge: The dark side of the skill sheet. Skulduggery, sneaking around, disarming traps and other such things.
  • Common Rolls:
    • Perception: Int+Subt (Is your "Starfleet-sense" is tingling?)


Action Points:
  • Use:You can use action points to:
    • Add +5 to any roll before the GM announces the result
    • Reroll any roll before the GM announces the result
    • Add +5 to AC for one round
    • Recover 1/2 your lost HP instantly
    • Resist the effects of a stun beam
    • Bring your character back from the dead...in the next adventure
  • Regain: You regain action points when you:
    • Take the moral high ground (ex: uphold the Prime Directive, refrain from taking life needlessly, let the enemy strike first, etc.) when it would be much safer/easier not to
    • Railroad bonuses (ex: Surrendering to the Klingon commander holding PC hostage with a disruptor, even though a direct disruptor hit won't kill the PC)
    • Every time you do something impressive or achieves a goal
    • Every time you roll a natural 20
    • Every new session, your base action points refresh (for pbp, when I end a scene)


Aid Another and Other Bonuses: There aren't solid rules on aid another, so let's do this:
  • Roll the same Ability+Skill combo at the DC-5 (i.e. if the DC is 30, roll at 25) or DC 15 if there is no DC listed
  • A successful roll grants a +2 bonus with +1 for each 5 points you beat the DC
  • Technobabble: Say something Star Trek-y to earn anywhere from +1 to +3 bonus on a skill roll (see pdf p.38 or the Char Gen and Houserules thread)


Combat (In Person):
  • Armor class: 10 + 1/2 Level (rounded down) + Dex Mod
  • Attack Bonuses: 10 + Level + Ability mod (Use Str for Melee, Dex for Ranged)
  • Initiative: Roll d20 plus Dex mod
  • Action Economy: Each turn, you can move and take an action. I'm not using tactical movement, so just keep it within reason (i.e. you can't walk a kilometer in a 6 second round). Talking is always free for anyone at any time during initiative as long as it's not a Shakespearean soliloquy.
  • Actions and Maneuvers: Besides the Attack action, you can Aim, Autofire, Dodge, Grab, Sneak Attack, Take Cover, or Throw an Explosive (see pdf p.11)
  • Important Details: These are things people might miss
    • Unarmed Attacks: Do 1d4 + Str mod for damage (upgraded with Brawler, see pdf p.7)
    • Firing into melee: DANGEROUS! Take a -4 to your attack roll or risk a 50% chance of hitting a friendly target (see p.10)


Combat (Ship-to-Ship):
  • Initiative: Roll d20 + Dex mod
  • Roles: Each PC mans a station (i.e. Helm, Navigation, Science, Communications, etc.) and can move and take an action each turn. Talking is always free for anyone at any time during initiative as long as it's not a Shakespearean soliloquy.
  • Actions(Station): Aid Another Character(any), Beam Over a Landing Party(Security), Evasive Maneuvers(Helm), Fire Phasers(Helm), Fire Photon Torpedoes(Nav <=Houserule), Go to Warp(Helm/Nav), Open Hailing Frequency(Comm), Raise Shields(Helm/Nav/Sec/Eng), Reinforce Fore/Aft Shields(Eng), Run Away/Follow Them(Helm/Nav), Other Actions(any/be creative) (see pdf p.14-15)
  • Taking Damage: [wip]

[wip]
This message was last edited by the GM at 23:45, Sun 19 Apr 2015.
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