WhenTheGunsQuest/Mechanics: Difference between revisions
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==Training== | ==Training== | ||
Captains can train their crews up to a certain number of total dice. This is 36d. This takes place over | Captains can train their crews up to a certain number of total dice. This is 36d. This takes place over missions. Use the chart below to get a rough gauge of how many successes. No one skill can exceed 4d for crew. | ||
Captains can also train their officers out of the same training pool. Each officer costs the same amount per skill. Officers cannot be trained once their skill matches or exceeds 7d. | Captains can also train their officers out of the same training pool. Each officer costs the same amount per skill. Officers cannot be trained once their skill matches or exceeds 7d. Captains cannot train past the combination of their skills and training facilities or bonuses. Officers can only increase two dice per mission. | ||
Captains can seek to improve themselves out of the same training pool, to the same limits as officers. | |||
{|class="wikitable" | {|class="wikitable" |
Revision as of 12:19, 1 January 2024
Basics
Characters have the following broad stats, all of them are dice pools. Leveling them up adds dice.
Dice in this are d10, and targets are successes. Successes are 5+, Critical Successes are 10. Critical Successes count twice, add bonus effects. Critical Failures are 1 and subtract a success. If there is only a critical failure, there are bonus negative effects.
Examples:
- [Rolls: 1 4 3] - Critical Failure, One Negative Effect
- [Rolls: 1 6 4] - No Successes
- [Rolls: 2 6 4] - One Success
- [Rolls: 10 6 4] - Three Successes, One Bonus Effect
Character Stats
- Diplomacy
- Command
- Tactics
- Strategy
- Security
- Engineering
- Science
- Medical
- Operations
- Investigation
- Intelligence
- Training
Example Character: Miles O'Brien:
- Diplomacy: 3d
- Command: 3d
- Tactics: 3d
- Security: 2d
- Strategy: 2d
- Engineering: 6d
- Science: 2d
- Medical: 1d
- Operations: 4d
- Investigation: 3d
- Intelligence: 2d
- Training: 4d
They may have +1 dice to subskills, given by events, but in general, everything should increase dice pools.
Ships Stat Block
- Engineering
- Shields
- Hull
- Weapons
- Sub-Weapon Block
- Science
- Sensors
- Medical
- Cargo
Crew
Crew broadly, of a ship, denote personnel on board handling this, or bonuses gained by training.
- Engineering
- Operations
- Science
- Medical
- Repair
- Security
- Combat
- Diplomacy
- Intelligence
Average crews might have 1d in certain things. Good crews will have more 1d, but have 2d in several. Superior crews have mostly 2ds, with a few 3ds. Elite crews are mostly 3ds with a few 4ds.
Training
Captains can train their crews up to a certain number of total dice. This is 36d. This takes place over missions. Use the chart below to get a rough gauge of how many successes. No one skill can exceed 4d for crew.
Captains can also train their officers out of the same training pool. Each officer costs the same amount per skill. Officers cannot be trained once their skill matches or exceeds 7d. Captains cannot train past the combination of their skills and training facilities or bonuses. Officers can only increase two dice per mission.
Captains can seek to improve themselves out of the same training pool, to the same limits as officers.
Ranking | Successes |
---|---|
-4 to -2 | 2 successes |
-2 to 0 | 1 success |
1 to 2 | 2 successes |
2 to 3 | 4 successes |
3 to 4 | 7 successes |
4 to 5 | 12 successes |
5 to 6 | 18 successes |
6 to 7 | 25 successes |