![]() Thus, a Phaser I is listed as having a 2 damage (p193), meaning that a character with a Security of 3 would roll 5 Challenge Dice for damage, which would look like. Not hard to get used to.ĭamage for a weapon is determined by adding its base damage to a character's Security Discipline (this is mentioned on p124 of the core book). When rolling Challenge Dice on regular d6s, remember that 1=1, 2=2, 3 and 4=0, and 5 & 6=1+an Effect. ![]() In either case, if an attacker was successful, you need to roll damage, using d6s. ![]() Ranged combat is not contested, and is instead based on Control + Security, with a default Difficulty of 2 (which you can adjust, given the situation). Thus, Bob wins, and has two Momentum to play with, as well (because none were subtracted since K'Bam didn't generate any). Both succeeded (D1), but Bob generated two Momentum, while K'Bam did not generate any. K'Bam rolls a 8 and 15, meaning he gets only one success. Bob rolls a 10 and 1, giving him three successes (remember that a 1 always gives two successes, regardless of a relevant Focus or not). Neither, being both desk jockeys, have any relevant Focuses. Bob's Daring + Security is 12 K'Bam's is 13. After comparing # of successes, SUBTRACT any Momentum the loser generated from that of the winner, leaving the balance as Momentum for the winner.Įxample: Bob wants to double-fist Kirk punch K'Bam, a Klingon. If they are equal, the NPC can win if the GM spends Threat (I think it's 1 but go check), otherwise the player wins ties. The first thing I do is compare # of successes. Both roll, taking into account any relevant Focuses as explained above. Melee Combat is an opposed roll, with each combatant rolling Daring + Security, Difficulty 1, and if you think it makes sense you as GM can adjust the D for one or both of the combatants, even for different reasons (if one is on higher ground and kicking the other one, for example, maybe you'd say that the defender is at a disadvantage and his D is 2.but the default is D1 for both). For combat, you do that same thing, with these minor tweaks. That's the standard task resolution mechanic. The GM states that the Difficulty was 2, so Doc succeeds and generates a single point of Momentum, which he decides to use on the spot to ask an add'l question after learning that the alien is dead. He rolls a 14 and a 3, giving him three successes: one from the 14, and two from the 3, since it is equal to or less than his Medicine Discipline and that Focus applies. He decides to just roll the standard two d20s, not buying any extras with Momentum or Threat, and he doesn't have any Talents that give him extras, either. Beyond that, his Medicine score is 5, and he has a Focus of "Xenobiology," so he and the GM agree that since that is relevant, he could unlock extra successes on his rolls. The GM says this will be based on Reason + Medicine, and Doc's total - the Target Number - is 15. A relevant Focus unlocks an additional success if a roll on a d20 is equal to or less than the Discipline number that is part of that Target Number.Įxample: Doctor Richards is trying to figure out, based on his knowledge of medicine, whether or not some alien he finds is dead or not. Any 20s rolled = Complications generated. Extra successes rolled = Momentum generated. ![]() The GM determines the Difficulty of a given task and sets that Difficulty from 0-5, which is the number of successes one must roll to be make it. Each at or under rolled equals a single success. The standard roll is with two d20s, trying to roll at our under a given Target Number, which is determined by adding an Attribute and a Discipline. The d6s are used only to determine damage (or, in the case of an extended task, how much 'work' you do). The d20s are rolled to determine success/failure and degree of success, by way of generating Momentum and/or creating Complications. I'll start from scratch so as to cover all the bases. ![]()
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