STA2e Game Toolkit Screen Tables Side 4 Pages v1.0

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NARRATIVE FLOWCHART (page 316) .

: Example Difficulties (page 254)

DIFFICULTY DESCRIPTION
DESCRIBE THE SCENE: Describe the scene, based on Researching a widely-known subject. Shooting a
how previous scenes concluded. It’s useful to think about 0 training target with a phaser or disruptor. Performing
a few key elements: who is present, what is happening, routine maintenance and repairs.
where and when is the scene occurring, and why are
these events happening. Researching a specialized subject. Striking an
1 enemy in hand-to-hand combat. Rerouting power
during an emergency.
Researching obscure information. Shooting an
ESTABLISH TRAITS: Note any traits applicable to the 2 enemy with a phaser or disruptor. Repairing a
current scene. This picks out the most significant or most transporter pad while under fire.
obvious elements of the scene and provides players with
a few interactions. Researching restricted information. Shooting
an enemy with a phaser or disruptor in poor
3
light. Altering a subspace antenna to overcome
interference without the proper tools.
ACT OR REACT: The players tell you what action they want Researching classified information. Shooting
to attempt. This might be handled in a free-form manner, or an enemy in a defensive position in poor light.
it might be structured, with a specific player order. 4
Attempting to integrate technology with the
incompatible technology of another species.
Researching a subject where the facts have
RESOLVE ACTION: With the players, determine the been thoroughly redacted from official records.
outcome of their selected actions. 5 Shooting a small, fast-moving target in poor light.
Attempting a transport while at warp to another
vessel also at warp.
NARRATE THE OUTCOME: Respond to the selected
actions, describing what happens as a result.

REPEAT: A scene may be complete with only a single . : personal Weapon Qualities (pages 241-242)
action, or the players may wish to take more actions in § ACCURATE: If you perform the Aim minor action before making
response to the consequences they’ve just faced. an attack with this weapon, you may re-roll up to two d20s in
your dice pool, rather than only one.
§ AREA: When you succeed at an attack, additional targets in the
END THE SCENE: Once the scene is complete, provide same zone may be hit by spending 1 Momentum for each additional
narration to wrap things up and transition to the next scene. target (Repeatable). This attack may Succeed at Cost.
§ CHARGE: If you perform the Prepare minor action before attack-
ing with this weapon, you may add one of the following qualities
. : Common NPC Qualities to the attack: Area, Intense, or Piercing. If you choose Area, the
(full list on pages 350–352)
attack’s severity is -1.
§ EXTRAORDINARY ATTRIBUTE X: This is indicated by a
§ CUMBERSOME: You cannot attack with a cumbersome weapon
number, which is added as automatic successes on tasks using
unless you take the Prepare minor action on the same turn.
that attribute.
§ DEBILITATING: The Difficulty to treat or to heal injuries caused by
§ FAST RECOVERY: At the start of each of its turns, if the creature
this weapon is increased by 1.
has one or more Injuries, roll a d20. If you roll equal to or under the
creature’s Fitness, the NPC immediately removes an Injury. If the § GRENADE: You can attack a target at up to Medium range and have
NPC has no more Injuries, it immediately ceases to be Defeated. enough grenades for three separate attacks.
§ IMMUNE TO X: The creature is unperturbed by conditions and § HIDDEN X: You can use a minor action to conceal this weapon. Any
effects caused by one of a number of sources of difficulty or search for the weapon requires an Insight or Reason + Security
hindrance, such as vacuum, extremes of temperature, poison, task with a Difficulty of X.
disease, etc.
§ INACCURATE: The weapon is imprecise and clumsy. You do not
§ INITIATIVE X: Unless otherwise noted, creatures have Initiative 1; benefit from the Aim minor action when making an attack with
if they have a higher number, they may take X turns each round. this weapon.
§ MENACING X: When a creature with this rule enters a scene, § INTENSE: When making an attack with this weapon, you may
immediately add X Threat. increase the severity by spending 1 Momentum, rather than 2
(Repeatable).
§ RESILIENT: Whenever the creature suffers an Injury, roll a d20. If
you roll equal to or under the creature’s Fitness, that Injury is not § PIERCING: A successful attack with this weapon ignores the tar-
inflicted. Do this before deciding to Avoid Injury. get’s Protection rating.
. : Threat and the Gamemaster (page 265) . : NPCs and Injuries (page 347)
§ NPC MOMENTUM: NPCs with unspent Momentum cannot save A Minor NPC, or any supporting character who does not
it as player characters can: NPCs don’t have a group Momentum possess any values, is instantly Defeated by any successful
pool. Instead, an NPC may spend Momentum to add to Threat, attack and cannot Avoid Injury. The only difference between
adding 1 Threat for every Momentum they spend. Stun and Deadly attacks against a Minor NPC is Stun attacks
leave them unconscious and Deadly attacks kill them instantly.
§ THREATENING CIRCUMSTANCES: The environment or
circumstances of a new scene may be threatening or perilous enough Supporting characters may Avoid Injury as player characters do
to warrant adding 1 or 2 Threat to the pool automatically. Similarly, (but have only half the amount of initial Stress).
some NPCs may generate Threat simply by arriving in the scene, in Notable and Major NPCs cannot be Fatigued and cannot
response to changes in the situation, or by taking certain actions. reach maximum Stress. The cost to avoid Stress is the same for
NPCs as for player characters, but paid using Threat:
. : Threat Spends (page 265) § A Notable NPC may spend Threat to avoid a consequence
or injury once per scene.
THREAT SPEND EFFECT
§ A Major NPC may spend Threat to avoid consequences or
The gamemaster may create a negative injuries as often as they wish (and have Threat to spend).
trait by spending 2 Threat. This must
Complication
come naturally from some part of the
current situation.

The gamemaster may trigger or cause ATTEMPTING AN ATTACK (page 290)


Environmental Effects
problems with the scene or environment
and Narrative Changes
by spending Threat.

If an NPC suffers a complication, CHOOSE A WEAPON AND TARGET: Select the


NPC Complications the gamemaster may buy off that weapon you wish to Attack with, and the target.
complication by spending 2 Threat. You must also choose whether you intend to inflict
a Stun or Deadly Injury; if you choose to inflict a
The Threat pool serves as a mirror for the Deadly Injury, add 1 Threat.
NPC Momentum
players’ group Momentum pool. Thus, 1 § MELEE ATTACK: Can be attempted against any
NPCs may use Threat in all the ways
player characters use Momentum. target within Reach.
§ RANGED ATTACK: Can be attempted against
On any action or choice where a player
any target you can see.
character would normally add one or
more points to Threat, an NPC performing
NPC Threat Spends
that same action or making that same
choice must spend an equivalent number ATTEMPT ATTACK: Make a task attempt:
of Threat.
§ MELEE ATTACK: Attempt a Daring + Security
The gamemaster may bring in additional task with a Difficulty of 1. If the target is aware of
adversarial NPCs during a scene. Minor your attack and able to defend themselves, this
NPCs cost 1 Threat each, while Notable becomes an opposed task instead, resisted by the
NPCs cost 2. Adversary starships cost
Threat equal to their Scale. Note that this
2 target’s own Daring + Security.
§ RANGED ATTACK: Attempt a Control + Security
Reinforcements does not apply to NPCs present at the
task with a Difficulty of 2. If the target has Cover
start of the scene–only additional NPCs
from the attack (see Cover, page 287), then this
who arrive while the scene is playing out.
becomes an opposed task instead, resisted by
There must be some logical reason why
the target’s own Control + Security.
those reinforcements have arrived and
where they’ve come from.

RESOLVE ATTACK: If your Attack succeeded,


you inflict an Injury upon your target (see Injuries,
. : Complication Range (page 259)
page 290).
COMPLICATION RANGE COMPLICATION OCCURS ON… § COUNTERATTACK: If the Attack was an op-
1 20 posed task, and the target won, then they may
2 19–20
3 either move out of Reach (if in melee) or spend 2
Momentum to Counterattack, inflicting an Injury
3 18–20 upon you in return.
4 17–20 § AVOID INJURY: A character who suffers an
5 16–20 Injury may Avoid Injury (see page 292).
. : Personal Conflict Momentum Spends (page 293)

COMBAT MOMENTUM
DESCRIPTION
SPEND
Added Severity
Increase the severity of a successful attack by 1 for every 2 Momentum spent.
(2 Momentum, Repeatable)
Alter Trait
You create, change, or remove a trait in the scene. This change must relate to the task completed.
(2 Momentum)
Extra Minor Action
You take one additional minor action on your turn.
(1 Momentum)
Keep The Initiative At the end of your turn, pass the next turn to an ally instead of an enemy. Once that ally has acted, the
(2 Momentum, Immediate) next turn must go to an enemy.
Obtain Information You ask the gamemaster a single question about the scene, which the gamemaster must answer
(1 Momentum, Repeatable) truthfully.
Extra Major Action You may attempt one additional major action. If this action includes a task, the task’s Difficulty is
(2 Momentum) increased by 1.
Disarm Target drops one weapon they are holding to within their Reach. This costs 1 Momentum if the
(1–2 Momentum) weapon is held in one hand. If the weapon is two-handed, the cost increases to 2 Momentum.
Buy D20s Before attempting a task, start your dice pool with 2d20. Add bonus d20s granted from talents and
(1–3 Momentum, Immediate, other game effects. Add more d20s by spending Momentum or adding Threat. The first bonus die
Repeatable) costs 1, the second costs 2 more, and the third costs 3 more. Maximum die pool is 5d20.

ATTEMPTING A STARSHIP ATTACK (page 307) . : NPC Vessel Crew Qualities (page 296)

CREW QUALITY ATTRIBUTE DEPARTMENT


SELECT ATTACK: When you make a starship attack, the Basic 8 1
Attack action chosen will determine the type of weapon
1 used—typically energy weapons or torpedoes. If your
Proficient 9 2
ship has multiple weapons, choose one to Attack with. Talented 10 3
Exceptional 11 4

SELECT TARGET: Choose a single vessel or another


viable target visible to your ship. Some weapons have a
2 limited range; you cannot choose a target beyond this
. : Starship Terrains (page 297)

limited range. DIFFICULT TERRAIN MOMENTUM COST


Planetary Gravity Well, Dust Cloud,
1
Debris Field
ATTEMPT ATTACK: Attempt a Control + Security
task, assisted by the ship’s Weapons + Security, with a Stellar Gravity Well, Dense Nebula,
2
Difficulty determined by the Attack action chosen. For Comet Tail
3 an energy weapon, the Difficulty is 2. For torpedoes, Singularity Gravity Well, Strange
3
the Difficulty is 3. For a Ram Attack (see page 302), the Space Anomaly
Difficulty is 2.

. : random system hit . : Starship Combat


RESOLVE ATTACK: If
Momentum Spends (page 307)
the task is successful, D20 SYSTEM
it inflicts damage (see
1 Communications MOMENTUM SPEND DESCRIPTION
page 309). Roll on the
Random System Hit 2 Computers Increase the damage of a
Added Damage
4 table to determine
which system was
3–6 Engines (2 Momentum, Repeatable)
successful attack by 1 for
every 2 Momentum spent.
hit; the Targeting 7–9 Sensors
Roll an additional system; that
Solutions minor 10-17 Structure Devastating Attack system suffers a hit dealing
action allows you to
18–20 Weapons (2 Momentum) half the attack’s damage,
select a choice.
rounding up.
STARSHIP DAMAGE (page 309)
. : Starship Weapon Qualities
(full list on pages 226-227)
§ AREA: This weapon impacts a wider area and can affect
DETERMINE DAMAGE: Your damage rating is several targets at once. When you succeed at an attack,
determined by the weapon used, which may be modified. additional targets in the same zone may be hit by spending
1 Momentum for each additional target (Repeatable).
§ RESISTANCE: If the target ship has any Resistance, This attack may Succeed at Cost (see page 259).
reduce your damage by 1 for each point of Resistance,
1 to a minimum of 1. § CALIBRATION: The weapon cannot be fired unless a
Prepare minor action is performed before the Attack major
§ COMPLICATIONS: A complication on an Attack may action in the same turn.
reduce your damage by 1 for each complication suffered.
Refer to page 326 for more details. § DAMPENING: This attack drains the target’s reserve
power, causing widespread disruption. If the target has
Reserve Power available, it loses Reserve Power.
§ DEPLETING: The attack cannot cause the ship to be
APPLY DAMAGE: Reduce the target ship’s shields by
shaken, but the Momentum cost to increase damage is
1 for each point of damage (after applying Resistance
reduced to 1.
and other modifiers). If the ship’s shields were already 0,
the ship suffers a breach instead. Otherwise, check the § DEVASTATING: Tasks to repair breaches caused by this
ship’s current shields against the three conditions below, weapon increase in Difficulty by 1.
and apply all of which are true. § HIGH YIELD: If the attack inflicts one or more breaches to
§ SHIELDS AT 50%: If the damage reduces the ship’s a system, it inflicts one additional breach (or steps up the
shields to below half its maximum value, the ship is Potency of a breach inflicted by 1—attacker’s choice).
shaken, with the commanding officer (or highest-ranking § INTENSE: When making an attack with this weapon, you
2 character) picking a damage result from the table below. may increase the damage by 1 by spending 1 Momentum,
§ SHIELDS AT 25%: If the damage reduces the ship’s rather than 2. This is Repeatable.
shields to below one quarter of its maximum value, the § JAMMING: Until the end of the current round, the
ship is shaken, as above. If the ship was already shaken target increases the Difficulty for all tasks assisted by
from that attack (from the shields at 50% condition, Communications and Sensors by 1.
above), then the ship suffers a breach instead.
§ PERSISTENT: When this weapon hits, you may spend
§ SHIELDS ARE DOWN: If the damage reduces the 1–3 Momentum. At the end of each round, the target
ship’s shields to 0, the shields are down, and the ship suffers half the weapon’s damage rating (round up) again.
suffers a breach. This effect lasts for a number of rounds equal to the
Momentum spent.
§ PIERCING: When this weapon makes an attack, any
Resistance the target has is ignored.
. : Shaken: Damage Results (page 308)
§ SLOWING: Until the end of the current round, characters
D20 MINOR DAMAGE EFFECT aboard the target vessel cannot use the Keep the Initiative
Momentum spend.
On the next turn this ship (or a
1–6 Brace for Impact! character aboard this ship) takes, § SPREAD: Attacks with this weapon reduce the cost of
they may not take a major action. the Devastating Attack Momentum spend to 1. This is
If you have Reserve Power, lose the Repeatable.
use of Reserve Power. The next time § VERSATILE X: If an attack with this weapon is successful,
7–12 Losing Power!
you attempt to Regain Power, the it gains X points of bonus Momentum. Bonus Momentum
Difficulty is increased by 1. cannot be saved.
Casualties and
13–18 The ship suffers a complication.
Minor Damage
19–20 Roll Again Roll on this table again.

. : Obstacle Momentum Costs (page 287) . : Terrain Momentum Costs (page 287)

OBSTACLE MOMENTUM COST DIFFICULT TERRAIN MOMENTUM COST


Wall or barrier up to waist height, or a short jump 1 Thick mud, loose sand, stairs 1
Wall or barrier up to chest height, or a long jump 2 Swamp, unstable rubble 2
Wall or barrier taller than you, or a long jump 3 Steep slope, fast-flowing water 3

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