Reference Sheets PF - Unknown.pdf

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1A
MINOR ACTIONS
COMMANDING OFFICER REFERENCE
ROLL DAMAGE
2
3
4
5
6
2 damage
no damage
no damage
INTERACT:
The character interacts with an object in the environment.
CHANGE POSITION:
The character moves to any other station on the bridge, or
another location on the ship. Characters moving to another location arrive at the
beginning of their next Turn.
PREPARE:
The character prepares for a Task.
RESTORE:
The character clears some minor problem or fault with a system,
restoring it to function.
D6
DAMAGE
ROLL
CONTROL
SYSTEMS
LCARS MODE
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SHIPS LOG
OVERRIDE
TASKS
ASSIST:
The character nominates a single ally they can
communicate with, and assists that character’s Task.
PASS:
The character chooses not to attempt a Task.
READY:
The character declares that they are waiting for a
particular situation or event to occur before attempting a Task.
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MISSION STATUS
EX COMM
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FLIGHT CONTROL
OVERRIDE:
The character may attempt a Task from any other
DIRECT:
The CO provides clear, concise orders. Choose one
INT COMM
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EMERG OVERRIDE
single Task, determined by the CO. The CO assists this Task
using their Command Discipline.
RALLY:
The CO inspires and coordinates the crew, attempting
a
Presence + Command Task
Momentum.
3B
1.
2.
3.
TASKS
RULES SUMMARY
BUYING EXTRA DICE
Dice may be bought by the following methods:
second costs 2, third costs 3.
ALERT STATUS
4.
A.
B.
C.
Requires an applicable Value.
5.
The Gamemaster describes the Task’s outcome, and the Player may spend
Momentum to improve the outcome.
and Discipline of their choice, and adds successes rolled to any rolled
by the character being assisted.
COMMON USES OF MOMENTUM
Immediate uses can be used outside of a successful Task paid for out of the
VALUES
spend one Determination to do one of the following:
Perform
CREATE OPPORTUNITY:
Immediate, Repeatable
an extra Task immediately.
CREATE PROBLEM:
Immediate, Repeatable.
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may take one Complication to regain one Determination.
OBTAIN INFORMATION:
Repeatable.
about the situation, that must be answered truthfully.
out the Value – it will be rewritten after the mission.
CREATE ADVANTAGE:
or remove a Complication.
COMMUNICATIONS AND INTERNAL SYSTEMS REFERENCE
MINOR ACTIONS
INTERACT:
The character interacts with an object in the
environment.
CHANGE POSITION:
The character moves to any other
station on the bridge, or another location on the ship. Characters
moving to another location arrive at the beginning of their next
Turn.
PREPARE:
The character prepares for a Task.
RESTORE:
The character clears some minor problem or
fault with a system, restoring it to function.
DAMAGE REPORT: Insight + Command Task,
assisted by
the ship’s
Communications + Engineering
SIGNALS JAMMING:
Attempt to jam the target’s ability to
communicate.
Control + Engineering,
assisted by ship’s
Communications + Security
INTERNAL SYSTEMS TASKS
ASSIST:
The character nominates a single ally they can
communicate with, and assists that character’s Task.
PASS:
The character chooses not to attempt a Task.
READY:
The character declares that they are waiting for a
particular situation or event to occur before attempting a Task.
OVERRIDE:
The character may attempt a Task from any other
SYSTEM STATUS
COMMUNICATIONS
BAND RANGE
COMMUNICATION TASKS
ASSIST:
The character nominates a single ally they can
communicate with, and assists that character’s Task.
PASS:
The character chooses not to attempt a Task.
READY:
The character declares that they are waiting for a
particular situation or event to occur before attempting a Task.
OVERRIDE:
The character may attempt a Task from any other
ALERT
SCAN
ALT
POWER MANAGEMENT: Daring
or
Control + Engineering
Task
HAILING FREQUENCIES OPEN:
Establish a communications
link with a ship, facility, or other place that can receive
subspace or similar transmissions. Nothing requires that the
contacted vessel, etc, respond to a hail.
RESPOND TO HAIL:
Functionally the same as the
Hailing Frequencies Open action, though this action is taken
in response to being hailed. Success means that both vessels
can communicate visual, audio, and data freely, though
Complications or other circumstances may limit some of
these.
REGENERATE SHIELDS: Control + Engineering
Structure + Engineering
AUDIO
DAMAGE CONTROL:
control team, which attempts to repair a damaged system
Presence + Engineering
TRANSPORTERS:
Operate ship’s transporters.
Control +
Engineering
Sensors +
Engineering.
MODE SELECT
5A
3B
2.
TASKS
1.
Choose one Attribute and one Discipline, and one Focus.
Add together Attribute and Discipline to get Target Number.
RULES SUMMARY
BUYING EXTRA DICE
A character may buy up to three additional dice before attempting a Task.
Dice may be bought by the following methods:
Adding Threat to the Gamemaster’s pool.
Requires an applicable Value.
3.
ALERT STATUS
4.
A.
B.
C.
Additionally, characters may have assistance on a Task. This doesn’t count
5.
and Discipline of their choice, and adds successes rolled to any rolled
by the character being assisted.
COMMON USES OF MOMENTUM
VALUES
spend one Determination to do one of the following:
CREATE OPPORTUNITY:
Immediate, Repeatable
Advantage.
CREATE PROBLEM:
Immediate, Repeatable.
Create an
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28033
79597
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67
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may take one Complication to regain one Determination.
OBTAIN INFORMATION:
Repeatable.
Ask the Gamemaster one
question about the situation, that must be answered truthfully.
CREATE ADVANTAGE:
or remove a Complication.
HELM AND NAVIGATION REFERENCE
MINOR ACTIONS
INTERACT:
The character interacts with an object in the
environment.
CHANGE POSITION:
The character moves to any other
station on the bridge, or another location on the ship. Characters
moving to another location arrive at the beginning of their next
Turn.
PREPARE:
The character prepares for a Task.
RESTORE:
The character clears some minor problem or
fault with a system, restoring it to function.
EVASIVE ACTION: Control + Conn Task
assisted by the ship’s
Structure + Conn
controller’s next Task, all attacks against the ship, and all
WARP:
two or more zones. Power Requirement equal to the
number of zones to be moved.
MANEUVER:
adjust position and moves to anywhere within
Medium range.
IMPULSE:
engines to adjust position and move to anywhere within Long
PASS:
The character chooses not to attempt a Task.
READY:
The character declares that they are waiting for a
particular situation or event to occur before attempting a Task.
OVERRIDE:
The character may attempt a Task from any
other
PLOT COURSE: Reason + Conn Task,
assisted by the
ship’s
Computers + Conn
NAVIGATION TASKS
ASSIST:
The character nominates a single ally they can
communicate with, and assists that character’s Task.
HELM TASKS
ASSIST:
The character nominates a single ally they can
communicate with, and assists that character’s Task.
PASS:
The character chooses not to attempt a Task.
READY:
The character declares that they are waiting for a
particular situation or event to occur before attempting a Task.
OVERRIDE:
The character may attempt a Task from any
other
RAMMING SPEED:
assisted by
Engines + Conn
Daring + Conn
additional hazard or dangerous phenomenon for every two
Momentum spent.
ATTACK PATTERN: Daring + Conn Task
assisted by the ship’s
Weapons + Conn.
If successful, reduce
CHART HAZARD: Reason + Conn Task,
assisted by
the ship’s
Sensors + Conn
If successful, nominate a single hazard or other dangerous
NAV
FLIGHT CONTROL
SYSTEMS
IMPUT
WARP
OVERRIDE
IMPULSE
HELM
2A
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