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Abilities they always succeed and Impossible
Roll Score Roll 3d6, consult the tasks don’t need a roll as they always chart. The resulting fail. 3 -3 4-5 -2 score is in the range -3 6-8 -1 to +3. Write down the Combat 9-12 0 result from the chart. A round of 10 seconds allows a You will not need the character to move and attack or take an 13-15 +1 initial roll again. equivalent amount of action. 16-17 +2 Initiative: To determine the order of 18 +3 Repat this procedure for actions, each character rolls d20 and all six ability scores in order: STR, INT, adds their DEX. The order is then WIS, DEX, CON, CHA. highest to lowest, but a character may delay their action to any lower number Additional Attributes by choice. If delaying below 1 the In addition to six Abilities, each character does not act that round, but is character has movement and hit points. allowed to go at any time during the Movement is normally 10m/round. Hit following round. From round to round points are found by starting with 5 and the same initiatives are kept. If an modifying by CON. individual surprises another then he gets one free round of action before the order of initiative is determined. Tests Attacking: To hit an opponent is a Every task will be associated with an Moderate difficulty task. Characters not Ability. It will also be rated with a specializing in combat (brawling or difficulty: Easy, Moderate, Difficult, or shooting) will find the difficulty raised Heroic. The number needed will be one level as with all tasks. If the found on the following table. character is brawling (hand-to-hand Difficulty Target Roll d20 and add combat) then the attack is a STR Task. Easy 5 the Ability score. If the character is shooting (any attack Moderate 10 If it equals or outside of hand-to-hand weapon reach) Difficult 15 exceeds the then the attack is a DEX Task, and for Heroic 20 number for the every multiple of the range the difficulty difficulty, then the increases one level (so up to the range is task was completed successfully, Moderate, past the range is Difficult, and otherwise it was a failed attempt. from twice to thrice the range is Difficulty ratings are always presented Heroic). Both types of Task are as the rating for someone with training penalized by the target’s DEX (subtract in the area to complete the task. If the the target’s DEX instead of adding it). It character isn’t trained in the task area is assumed the target is actively ducking then it should be treated as one difficulty and hiding behind cover. Examples: level higher. There are two additional Kirk punching a Klingon is a Moderate levels of difficulty not shown on the STR Task, a Klingon firing a disruptor at table: Guaranteed and Impossible. Kirk at greater range is a Hard DEX Guaranteed tasks don’t need a roll as Task penalized by Kirk’s DEX, and Dr
Non-commercial reproduction is authorized. No changes are authorized. McCoy (untrained in combat) firing a Advanced Characters pistol at a mobster at greater range is a Characters that have been performing for Heroic DEX Task penalized by the years have superior skill than those with mobster’s DEX, Success indicates a hit only a little time on the job. This is and the attacker then determines the reflected by a +1 bonus on relevant damage or effect. Failure is a miss. Tests. For each 5 years in a role or each Damage: In brawling damage is based tour of duty, one bonus can be gained on the attacker’s STR. Consult the table and they can stack. Optionally, strong below for unarmed and improvised areas of interest or study may also be weapons (chairs, thrown paperweights, included but should never exceed 1 tour. etc). Finally, characters may have traits and flaws that affect the game in non- STR Damage mechanical ways. Examples are given -3 to 0 1 hp below. +1 d2 hp +2 d3 hp Sample Advanced Characters +3 d4 hp • Captain Kirk: Tactical 2 tours, over +3 d(STR + 1) hp Command 1 tour, Brawling 1 tour (stacks with Tactical) Weapons designed for causing harm do • Lt Commander Spock: Science 3 more damage based on the table below. tours, Computers 1 tour (stacks with Science), telepathic Weapon Damage Range • Lt Commander Scott: Engineering 4 Small hand-held or d4 + 3m tours thrown (knife, STR • Dr McCoy: Medical 3 tours truncheon, etc) • Captain Picard: Conn 1 tour, Moderate hand-held d6 + N/A Command 3 tours, Archeology 1 (sword, mace, STR tour, artificial heart hammer, etc) • Commander Riker: Conn 2 tours, Large hand-held d8 + N/A Command 1 tour, Gambling 1 tour (two-handed sword, STR • Lt Commander Troy: Psychology 1 poleaxe, etc) tour, telempathic Bow or crossbow d6 15m Pistol or rifle d8 20m Non-Random Abilities Laser d10 25m (Optional) Phaser or disruptor d12* 15m At the GM’s option, characters may *Phasers set to stun will stun a forgo rolling dice and referencing the humanoid on a hit. Non-humanoids will table for Ability scores. In this option take the listed stunning damage. Set to each character may assign +2, +1, and -1 kill, either weapon kills a humanoid on a as desired to their Ability scores. All hit or does the listed lethal damage to other scores remain at 0. non-humanoids.
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