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STA Rules Clarifications

Started by Davy, aka GM, January 10, 2020, 07:52:45 PM

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Davy, aka GM

Tasks
A task is resolved by rolling 2d20 and comparing each die to the sum of the character's Attribute & Discipline, as called for by the GM. If the roll is equal to or less than the sum, the character achieves 1 success. If the roll is a 1, the character achieves an additional success, for a total of 2. If the character has a Focus appropriate to the task, he achieves that additional success if the die result is equal to or less than the character's Discipline rank. (This replaces rolling a 1.)

Note that some situational benefits (like spending Momentum) allows you to roll additional d20s; however, you may roll no more than 5d20 on a single task.

When you assist on a task, you roll only 1d20, instead of the normal 2d20 for a task. (Ships always assist on a task, and never perform the task themselves.)

Assists
Successes rolled on an assist are only applied to the total number of successes for the task if the main task roll also generates at least 1 Success. If the main task roll generates 0 Successes, then any Successes rolled on assists are discarded.

When you are assisting a task, your Focuses may apply; however, anything that reduces the Difficulty of a task does not (they're only active when you are the primary character performing a task).

The ship doesn't have Focuses, per se; however, because even small ships are a valuable and capable resource for the characters, all ship assists are treated as if the ship has an applicable Focus.

Momentum
At the beginning of each Episode, the player Momentum pool is 0.

When players succeed on a task, they receive a number of Momentum equal to the difference between their total number of successes minus the task Difficulty. This Momentum can be spent immediately, or saved into the players' collective Momentum pool. Note, however, that the Momentum pool can only hold 6 Momentum. Any Momentum that cannot be saved must either be spent or discarded.

Note that a secondary character will generate Momentum for the crew; however, guest stars who are allied with the crew (i.e., NPCs who are not part of the named crew) do not. Instead they draw from and contribute to the Threat pool in the same way that adversaries do.

Common Momentum Spends
CREATE ADVANTAGE - Momentum can allow a character to produce a positive or advantageous circumstance. Spending two Momentum establishes some new Advantage in addition to whatever effect the successful Task had. Advantages created must relate to the nature of the Task attempted, and it must be something that could logically result from the character's actions. This may instead be used to remove a Complication currently in play, or to create a Complication on an adversary.

CREATE OPPORTUNITY - (Immediate, Repeatable). One of the most straightforward uses of Momentum is to add bonus d20s to a Task. The decision to purchase bonus dice must be made before the dice pool is rolled. The cost of this increases for each die purchased (regardless of how those bonus d20s were bought); the first die bought costs 1 Momentum, the second one costs 2 Momentum, and the third die costs 3. As noted on p. 80, no more than three bonus d20s may be bought for a single Task.

CREATE PROBLEM - (Immediate, Repeatable). A character can choose to make things more difficult for an opponent, increasing the Difficulty of a single Task by one for every two Momentum spent. The decision to increase a Task's Difficulty must be made before any dice are rolled on that Task.

OBTAIN INFORMATION - (Repeatable). Momentum from a successful Task allows a character to learn more about a situation. Each point of Momentum spent can be used to ask the Gamemaster a single question about the current situation, or an item, object, structure, creature, or character present in or relevant to the scene at hand. The Gamemaster must answer this question truthfully, but the Gamemaster does not have to give complete information - a partial or brief answer that leaves room for further questions is more common. The information provided must be relevant to the Task attempted, and it must be the kind of information that a character using that skill would be able to determine in that situation -- a character could use Medicine to diagnose an illness, or Security to identify a form of ranged weapon from the damage it causes.

Adding Threat instead of Spending Momentum
The player may also make an Immediate Momentum spend by adding Threat on a 1-for-1 basis.

A Note for NPC Allies and Adversaries
NPC characters allied to the PCs will spend Momentum and add Threat. NPC characters opposed to the PCs will instead spend Threat and add Momentum (limited by the Momentum Pool's limit of 6).

Extended Tasks
These are tasks that cannot be overcome by a single attempt, and proceed similarly to personal and starship combat.

Extended Tasks have four elements:

BASE DIFFICULTY
This is the Difficulty set for all tasks in the Extended Task; it can be modified by circumstance (like Advantages and Complications), but all tasks attempted within an Extended Task start from the Base Difficulty.

WORK
The Work track reflects the amount of effort required to overcome the Extended Task. Work is the equivalent to combat Stress (or Shields), and is reduced by rolling challenge dice after a successful task roll (see below).

RESISTANCE
Resistance reflects increased difficulty to overcome an Extended Task. It reduced the amount of Work completed in a successful task, and is subtracted from the results of challenge dice (see below).

MAGNITUDE
Magnitude reflects the size and complexity of the Extended Task, and is equal to the number of Breakthroughs required to complete the Extended Task.

PROCEDURE
1. Attempt a task. Momentum generated may be spent to increase work done, ignore resistance, or re-roll [CD] (see below).
2. If successful, roll [CD] equal to 2 + the Discipline used in the task to determine how much Work you complete.
3. Subtract Resistance from your [CD] result, then apply the difference to the Work track.
4. You achieve a Breakthrough if:
- Complete 5 Work (after being reduced by Resistance) in a single task
- If the Work track is filled (remaining Work reduced to 0), complete 1 Work (after being reduced by Resistance) in a single task
- Note: It is possible to achieve up to two Breakthroughs in a single task
5. Rinse and Repeat.
6. When your total number of Breakthroughs equal or exceed the Magnitude of the Extended Task, you have overcome the Extended Task.

MOMENTUM SPENDS
Additional Work: 1 Momentum (repeatable). Increase the Work done by +1 for this task, before reductions for Resistance.
Piercing: 1 (repeatable). Ignore up to 2 Resistance for this task.
Re-Roll Work: 1. Re-roll any number of [CD] from the current task.
"Course, sir?"

"Out there...thataway."

Davy, aka GM

Determination
Determination may be spent when a character invokes a Value or Directive in a positive way. Some Talents also allow a character spend a point of Determination as part of their benefit.

Determination Spends
PERFECT OPPORTUNITY - a point of Determination may be spent to grant the character a single bonus d20. This bonus d20 differs from most in that it is considered to have already rolled a 1, and thus generates two successes automatically. The normal limit of additional d20s bought for a Task still applies.

MOMENT OF INSPIRATION - a point of Determination may be spent to re-roll all the character's dice in their dice pool.

SURGE OF ACTIVITY - the character may immediately perform another Task as soon as this one has been resolved. This is most useful in combat or other situations where the character is under pressure and cannot normally attempt two consecutive Tasks.

MAKE IT SO - the character immediately creates an Advantage that applies to the current scene.

Invoking Values
Values (and Directives) may be invoked as either a benefit or an obstacle; in either instance the character is acting in accordance to their values.

When the value benefits the character, they may spend a point of Determination (p.87 of the Core Rules). When a value hinders a character's judgment, allowing their biases to blind them to possibilities, they receive a Complication for the remainder of the situation, but the character also earns a point of Determination.

Each Value or Directive may only be invoked by a character in this manner once during a scene.

Challenging Values
Sometimes, a situation may arrive where a Value doesn't simply help or hinder a character. A difficult situation may confront a character, shaking worldviews and forcing them to examine their core beliefs.

Once during a mission, if a character's Value could affect a Task or situation negatively, they may instead Challenge that Value. The Value is struck (and is unusable) for the remainder of the mission, and the character receives a point of Determination. If another Value can be used in the same task, that point of Determination may be spent immediately.

At the end of the mission/episode, the character may alter the Challenged Value to reflect changes to their beliefs as a result of the challenge, or they may replace the Value with a new one entirely. The changed or replacement Value may be used freely.

Directives may also be challenged in the same way as Values; however, instead of crossing the Directive out, the character should note that they have challenged that Directive. Note that challenging a Directive has consequences for the character's Reputation.
"Course, sir?"

"Out there...thataway."

Davy, aka GM

Challenge Dice
You can note a challenge die with the carat (^) symbol, which I use to (poorly) mimic the Starfleet arrowhead, or note it by typing [CD]. Either way is acceptable.

When rolling a challenge die, roll 1d6.
1 = 1
2 = 2
3 = 0
4 = 0
5 = 1 + an Effect
6 = 1 + an Effect

When a result requires "rolling an Effect," it means you've rolled a 5 or 6 on the challenge die.
"Course, sir?"

"Out there...thataway."

Davy, aka GM

#3
ZONES
I will break up the battlefield into zones. Each zone may be different in terms of size, dimension, and terrain.

DISTANCES
Reach - When an object or character is within arm's reach they are said to be "within Reach." At this distance, a character may interact with an object or attack in close combat, or perform any other action for which they need to touch the target.

Close - Any object or character within the same zone as the character (but not within Reach) is at Close range. Moving within Close range is a trivial affair (a minor action). It represents a distance of 0 Zones.

Medium - Any object or character in an adjacent zone from the character is at Medium range. It represents a distance of 1 Zone.

Long - Any object or character 2 Zones away from the character is at Long range.

Extreme - Any object or character beyond Long range (3 or more Zones) from the character is at Extreme range.

Distance and Perception - An object or character at Medium range increases the Difficulty of perception-based tasks by 1. At Long range, the Difficulty is increased by 2, and at Extreme range, the Difficulty is increased by 3.

MOVEMENT AND TERRAIN
Moving through terrain on the battlefield can take many forms, from walking, jogging, and running, to climbing steep surfaces and jumping across a gap.

Moving to anywhere within Medium range is a Minor Action, rather than a Task. Moving further than this requires a Task, though it has a Difficulty 0 in most circumstances.

Moving as a Task increases in Difficulty if the terrain in any of the zones being moved through is rough, hindering, or hazardous in any way. The specific result of a failed Task depends on the terrain.

COVER
Cover provides additional Resistance against Attacks in the form of CD that are rolled and added to the character's static Resistance. The larger and sturdier the cover, the more CD are rolled. How much of the character remains exposed will also affect the cover dice. (The only guideline is 1-4 "Cover Dice," so I'll try to make sure I give you that information at the beginning of a combat when I describe the zones.)

TASKS AND MINOR ACTIONS
Minor Actions - A minor action is any activity a character can perform that doesn't count as a task, and doesn't require dice to be rolled. Minor actions are often taken in support of a task (adjusting a setting of a phaser, operating a door control, moving within Medium range).

A character may attempt any number of Minor Actions in a turn; however, only the first one comes with no cost. Each Minor Action may only be performed once in each turn, and each Minor Action after the first performed in the turn costs 1 Momentum (immediate).

Minor Actions include (p.172) - Aim, Draw Item, Drop Prone, Interact, Movement, Prepare, Stand.

Tasks - A character may attempt a single Task during each turn. There are a few abilities & circumstances that allow a character to perform a second Task in a turn, but no character may perform more than two under any circumstance.

Ways to perform a second task include (p.172-3) spending Determination in accordance with a character's Value or mission's Directive; Spending 2 Momentum from their successful first task, though the Difficulty of the second task is increased by 1; the leading character on each side may use the Direct task to grant another character a second task.

Common combat Tasks include (p.173-4) Assist, Attack, Create Advantage, Direct (only once per scene, only the leading character on each side), Guard, Pass, Ready, Recover, Sprint, First Aid, Other Tasks as approved by the GM.

ACTION ORDER
At the start of combat, the GM determines which character takes the first action. The rules for taking the first action are:

- Unless the GM has any reason for an NPC to take the first Turn, the GM chooses a single player character to start the combat.

- If the NPCs have an obvious reason to start the combat (say, an ambush), the GM should select one of those NPCs to take the first Turn. Again, this should only be done if there's sufficient justification.

- If there is doubt as to who should act first, the GM may spend 1 Threat to have an NPC take the first Turn.

After the first character completes their turn -- which is performing one or more Minor Actions and attempting a Task -- the player passes the turn over to the opposing side (usually a GM-controlled NPC), who will choose a single character to act next. Alternately, the player may spend 2 Momentum (immediate) to Keep the Initiative, handing the action to another PC instead. Once a player has opted to Keep the Initiative, no one else on that side may Keep the Initiative again until the opposition takes on action of its own.

Also, no character may take more than one turn in a round.

ATTACKING
After choosing your weapon and target(s) and declaring whether the attack is lethal or non-lethal (a lethal attack adds 1 point to the Threat pool) roll:

Daring + Security vs. Difficulty 1 for a melee attack; this is opposed by the target's Daring + Security vs. Difficulty 1. The winner of the opposed task has made a successful Attack.

Control + Security vs. Difficulty 2 for a ranged attack; the Difficulty is increased by 1 if the target is within Reach of the attacker. The Complication range of the Attack is increased by 1 if there are other creatures/characters within Reach of the target (a resulting Complication is that one of the surrounding creatures is hit instead).

On a successful attack, roll damage dice based on the weapon being used.

DAMAGE, INJURY, AND RECOVERY
First, roll the number of CD for the successful attack or hazard.
Second, roll any Resistance CD provided by cover or other variable Resistance, and add the result to the character's static Resistance value.
Third, subtract the modified Resistance value from the Damage rolled. If the result is greater than 0, reduce the target's Stress by that amount.

Injury - A character suffers an injury if: a) The net Damage after being reduced by Resistance is 5 or higher; b) If their Stress is reduced to 0 by an attack or hazard; c) If they are at 0 Stress and take 1 or more points of Damage.

A character that suffers an Injury is incapacitated, and is unable to take any Minor Actions or attempt any Tasks for the remainder of the scene. If a character would suffer two injuries from a single attack, resolve each Injury separately (in the order they would occurred).

A character who is Injured by a non-lethal Attack is said to have a Non-Lethal Injury. A character who is Injured by a Lethal Attack is said to have a Lethal Injury. A character with a Non-Lethal Injury who is Injured again (either lethal or non-lethal), turns that Injury into a Lethal Injury. A character with a Lethal Injury who suffers another Injury is killed. The GM may rule the character is disintegrated, depending on the type of attack.

Avoiding Injury - ONCE PER SCENE, a character may choose to Avoid an Injury instead of suffering it. The character may do so by either spending 2 Momentum from their pool, or adding 2 Threat to the Threat Pool. The character can recover their ability to Avoid Injury by making a successful Recover Task on their turn.

HEALING
Spending Determination to Ignore an Injury - A character may spend a point of Determination to ignore the effects of an Injury for the remainder of the scene. This use of Determination does not require the invocation of a Value or Directive; it is always available, as long as the character has a point to spend. There is a risk, however; the character is still Injured, but within the protection of being Incapacitated. An opponent doesn't need to spend Threat to attack them, and another Injury would be fatal. At the end of the scene, the character returns to suffering the effects of the Injury normally, but any Medicine Tasks attempted to treat the character later will have their Difficulty increased by 1.

First Aid - A First Aid task may be performed on a single Injured character within Reach; it is a Daring + Medicine task vs. Difficulty 1. If successful, the character is stabilized and will not die at the end of the scene (if their Injury is fatal); however, the character still requires further treatment to recover fully from the Injury.

Healing - To remove a character's Injury, they must receive more comprehensive medical treatment. This is a Control + Medicine task vs. Difficulty 2. Note that environmental factors (such as tools available, sterility of the environment, and Injury-related Complications) will modify the Difficulty. Success removes the Injury completely, as well as all related Complications.

Removing an Injury-related Complication requires a Control + Medicine task vs. Difficulty 2. Success removes one such Complication, and additional Complications may be removed by spending 2 Momentum each (repeatable). Note that this doesn't remove the Injury, though it is also not subject to all of the environmental factors that affect removing an Injury.

Recovering Stress - Once you exit the combat/danger scene, your can take a "brief rest" (which can be as simple as you or one of your companions cracks a joke to ease the tension or just breathing a sigh of relief that the stressful situation is over) to recover all Stress lost during the encounter. Your recover all Stress after a scene even if you are Injured (as long as you survive the Injury, that is).
"Course, sir?"

"Out there...thataway."

Davy, aka GM

#4
Starship Combat
Things to keep in mind:

PACING
A ship's crew may take a number of Turns in a single Round equal to the ship's Scale. Turns pass between players and antagonists as normal, and Momentum may be spent to Keep the Initiative.

There are no limits to the number of Turns an individual character takes in a Round; however, for each additional Task attempted in a Round, the Difficulty is increased by 1 (i.e., the 2nd task a character attempts in a Round is at +1 Difficulty, the 3rd is at +2 Difficulty, and so on). A Task attempted as ordered by a Commanding Officer Role character taking the Direct Action is not subject to this penalty, and doesn't count as a Task taken by a character in a Round.

BRIDGE POSITION, COMBAT TASKS, and MINOR ACTIONS
Minor Actions are found on p.220.
Tasks for each Bridge Position are found on p.220-225.

Activate Bridge Defense Field
Federation Starfleet ships constructed or refitted between 2278 and 2320 added a bridge defense field as additional protection of the ship's command center in situations where raising shields isn't warranted or could be perceived as an escalation. Starfleet procedures during this time stipulate that the bridge defense field is always activated during Yellow Alert situations where the commanding officer doesn't order the shields to be raised. The Navigator is responsible for raising the defense field.

The field pulls resources from the ship's shield grid, and is automatically bypassed when shields are raised.

It is a free action to activate the bridge defense field.

POWER
Some tasks require Power to perform. The ship's listed POWER is all that's available in the scene (though the engineer can attempt to reroute power as needed).

ATTACKS
Attacking with ship's weapons is a Control + Security task, assisted by the ship's Weapons + Security.

The Difficulty of the Attack is determined as follows:
Energy Weapon: 2
Torpedo: 3
Targeting a Specific System: add 1
Outside Weapon's Optimal Range: add 1 per range band outside optimal range

Energy Weapon attacks cost 1 Power; you can spend up to 2 additional Power to add 1 damage [CD] per additional Power spent. Torpedo attacks require no Power, but cannot increase damage by expending Power.

A Torpedo attack automatically adds 1 to Threat. If you choose to do a "Full Spread" attack (firing multiple torpedoes), you add 2 additional Threat, but also add 1 damage on a successful hit and the attack gains the Spread quality.

DAMAGE EFFECTS, WEAPON QUALITIES, & MOMENTUM SPENDS
Damage Effects are found on pp.231-2
Weapon Qualities are found on p.232
Momentum Spends are found on p.232, but are copied here for convenience:

Bonus Damage: Add 1 to damage for every 1 Momentum (repeatable) spent.

Penetration: Reduce target's Resistance by 2 for every 1 Momentum (repeatable) spent.

Re-Roll Damage: Reroll any number of damage [CD] for 1 Momentum.

Devastating Attack: Roll for an additional random system to be hit for half the attack's damage (rounding up), for 2 Momentum.

Swift Task: The character may perform a second task on his turn, at +1 Difficulty, for 2 Momentum.

Power Loss: Reduce target's Power by 1 for every 1 Momentum (repeatable) spent.

DAMAGE
On a successful hit, first determine the System Hit by rolling a d20. If you targeted a specific system in your attack, ignore this step

Roll the appropriate number of [CD] based on the specific weapon used. As with all [CD], use instead d6s and apply the results as follows:
1 = 1
2 = 2
3 = 0
4 = 0
5 = 1+Effect
6 = 1+Effect

An Effect result isn't always used; however, some Damage Effects (like Vicious) and Weapon Qualities (like Spread) grant benefits for each Effect rolled.

Add the sum of the damage [CD].

Roll any Resistance [CD] and add the result to the target ship's Resistance rating.

Note: If a Starfleet ship's bridge defense field is active, the ship gains an additional Resistance 2 to the first attack that hits when targeting the bridge. After that first hit, the defense field is no longer active and cannot be used for the remainder of the scene. Further, if the shields are reduced to 0 by a successful attack, the bridge defense field cannot be activated later during the scene.

Reduce the damage result by the target ship's adjusted Resistance. If any damage remains, the target ship loses 1 point of shields for each point of remaining damage. The ship may also suffer a Breach to the affected system as follows:

- If the remaining damage (after reduction by Resistance) is 5 or more, it suffers a Breach.
- If the ship is reduced to 0 Shields by the attack, it suffers a Breach.
- If the ship had 0 Shields before the attack and the attack inflicts 1 or more remaining damage, it suffers a Breach.

Note that a ship may suffer 2 Breaches in this manner.

SYSTEM DAMAGE
If a system suffers a number of Breaches equal to or greater than the ship's Scale, it is Damaged. If a system suffers a number of Breaches equal to the ship's Scale, it is Disabled. If a system suffers a number of Breaches greater than the ship's Scale, it is Destroyed.

Refer to pp.227-230 for the specific effects of Damaged, Disabled, and Destroyed for each ship's system.
"Course, sir?"

"Out there...thataway."

Davy, aka GM

Shipboard Roles
Commanding Officer
Command department only. The captain. Even if the commanding officer does not hold the rank of captain, they will be referred to as captain by their subordinates. Every ship must have a commanding officer. The commanding officer may spend a point of Determination to grant any other character they can communicate with one point of Determination; this does not have to be linked to a Value.

Executive Officer
Command department only. Second-in-Command. The executive officer is the captain's chief advisor, and takes command in situations where the captain is unable to. If a ship does not have a dedicated executive officer, an officer in another role should be noted as "first officer" and second-in-command, but they will not gain the benefits of this role. When another character in communication with the executive officer spends a point of Determination, the executive officer may spend 3 Momentum (Immediate) to let that character regain the spent point of Determination.

Chief Engineer
Engineering department only. The chief engineer is responsible for ensuring that the ship remains operational and functional, and commands the engineering department aboard the ship. When aboard the ship, the chief engineer always has the Advantage "Engineering Department", which represents the ship's complement of engineers and technicians.

Chief Science Officer
Science department only. A science officer is responsible for advising the commanding officer of all matters scientific, providing hypotheses in matters concerning the unknown. Not all ships have a dedicated science officer within the senior staff, often having the operations manager take on these duties. When the science officer succeeds at a Task assisted by the ship's Computers or Sensors, or using a tricorder, the character generates one bonus Momentum, which may only be used on the Obtain Information Momentum Spend.

Chief Helmsman & Chief Navigator
Conn department only. In the 23rd Century, helm and navigation are separate departments, and the Chief Helmsman is a trusted and vital member of the senior staff. The Chief Navigator can also fill that role, though to a lesser extent, and is often the most junior of the department heads. When the helmsman or navigator is required to analyze or repair technology related to flight, propulsion or astrogation, they may use the Conn Discipline instead of Engineering.

Chief Communications Officer
More common in the earlier days of Starfleet, dedicated communications officers are typically skilled in linguistics and cryptography, and aided with advanced translation and decryption technologies, and thus valuable during encounters with both new cultures, and with hostile ones. When a Task attempted by the communications officer is increased in Difficulty because of an unfamiliar language or encryption, ignore that Difficulty increase.

Chief Security Officer
Security department only. The chief of security oversees the ship's security department, and is responsible for ensuring the safety of the ship and crew during missions, for the investigation of disciplinary and criminal matters, and for overseeing the protection of important persons aboard the ship. On many ships, the chief of security operates from the Tactical station on the bridge. When aboard the ship, the chief of security always has the Advantage "Security Detachment", which represents the ship's security personnel.

Chief Medical Officer
Medical department only. The chief medical officer, also known as ship's surgeon, or ship's doctor, is responsible for the health and wellbeing
of the crew and other persons aboard the ship, and leads the ship's medical department. A chief medical officer can order, and countermand the orders of, senior officers where matters of that officer's health are concerned. When aboard the ship, the chief medical officer always has the Advantage "Medical Department", which represents the ship's medical personnel.
"Course, sir?"

"Out there...thataway."

Davy, aka GM

Milestone rules are modified from the book. Given the nature of our campaign, each episode takes months, where, in person, they'll usually be completed in two or three sessions. Since that's the case, each character will receive a Milestone at the end of the episode. Following the progression on the chart on p.139 of the Core Rulebook, the character's first and second Milestones are Spotlight Milestones, and the 3rd one is an Arc Milestone, as seen below:

1st Milestone = Spotlight
2nd Milestone = Spotlight
3rd Milestone = Arc
4th Milestone = Spotlight
5th Milestone = Spotlight
6th Milestone = Spotlight
7th Milestone = Arc
8th Milestone = Spotlight
9th Milestone = Spotlight
10th Milestone = Spotlight
11th Milestone = Spotlight
12th Milestone = Arc

Each successive Arc Milestone requires one more Spotlight Milestone to achieve the next one. So, a character will receive their fourth Arc Milestone on their 18th Milestone, and their fifth on their 25th Milestone.

Remember, a Spotlight Milestone gains the benefits of a Normal Milestone in addition to its Spotlight benefits, and an Arc Milestone gains the benefits of both a Spotlight and a Normal Milestone in addition to its normal benefits.

When you decide to save a milestone, note what type of milestone(s) you're saving in a post on your character thread; saved Normal Milestones may be used to provide a lesson/memory of that milestone during a later episode and apply it as if they had just spent a point of Determination. The Normal Milestone is permanently spent when this is done.

Spotlight and Arc Milestones cannot be used in that way. Instead, you can spend it as usual after the next episode. (However, since Arc Milestones are actual improvements in the character, rather than trade offs, you probably want to spend those immediately.)
"Course, sir?"

"Out there...thataway."

Davy, aka GM

Reputation Gains or Losses
1. At the end of the episode, the GM determines the number of positive and negative influences to each character's Reputation. Note that this will normally be no more than 3 of either type.

2. The character rolls a die for each positive influence vs. their Reputation score. Roll = or < Reputation is 1 Success. Roll = or < the character's rank Privilege is an additional Success, for a total of 2.

3. Compare the total number of successes vs. the character's negative influences. If:

a. Successes equal negative influences, the character's Reputation is unchanged.

b. Successes are greater than negative influences, the difference between them is added to the character's Reputation score.

c. Successes are less than negative influences, the character loses 1 point of Reputation, plus 1 point of Reputation for each die that did not achieve a success on the the Reputation roll, *plus* 1 for each die that rolled within the character's rank Responsibility range.

Commendations and Promotions
A captain may choose to distribute any or all of a Reputation gain on other major characters in the form of a Commendation. The commendation goes into the character's record, and they are allowed an extra d20 for each point "logged" on their behalf by the captain.

When a character with a Reputation of 15 or higher gains Reputation, the captain may, at their discretion, grant them a meritorious promotion to the next higher rank. In these situations, the character receiving the promotion cannot be promoted to the rank of Captain, nor may they be promoted to a rank higher than the ship's first officer or executive officer. Captains may not be rewarded in this way (their promotions are handled directly by Starfleet Command, i.e., the GM).

Once promoted, the character's Reputation returns to 10.

Reprimands, Demotions, Detention, and Courts-Martial
When a character's Reputation drops below 5, the captain may formally or informally Reprimand them. In this instance, the Reprimand results in the affected character's Reputation returning to 9. Similarly, if the character is a department head, the captain may choose to remove them from the post; this also restores the character's Reputation to 9.

When a character with a Reputation at 0 loses Reputation, the captain may choose to reduce the character one step in rank. Reduction in rank restores the characters Reputation to 9., reflecting lesser responsibilities and expectations. If the character is a department head, the captain can instead remove them from the post to achieve the same effect.

Another avenue for the captain is a period of Detention that fits the seriousness of the cause of the character's loss in Reputation. The character is unavailable as a PC for the duration of their detention. When their detention ends, the character's Reputation is restored to 9.

The final avenue is Court Martial. The captain may call for a court martial, which requires at least three officers of command or flag rank to proceed. (I will say this requires the members of the court to be of the rank of Commander in command of a starship, or the rank of Captain or higher. They must also be of, at least, equivalent rank to the accused.) A guilty plea or finding will often result in the removal of the accused from Starfleet, but may instead include a combination of the loss of rank, position, and/or a period of detention. If the character is retained in Starfleet following sentencing, their Reputation is restored to 9.
"Course, sir?"

"Out there...thataway."

Davy, aka GM

Starfleet Academy Player Characters
If you wish to run a game in which characters are still in Starfleet Academy, modify Lifepath Creation as follows:

1. Species, Environment, and Upbringing are unchanged.

2. Upon joining the Academy, choose your path: Command, Operations (Support in the 23rd Century), Science.

3. First Year Cadets start with only the benefits received in step 2.

4. Second Year Cadets receive: +1 to any Attribute, +1 to a Minor Discipline.

5. Third Year Cadets receive: All Second Year benefits, +1 to an Attribute different from First Year choice, +1 to their Major Discipline, one Focus.

6. Fourth Year Cadets receive: All Second and Third Year benefits, +1 to any Attribute, +1 to their Major Discipline, one Focus.

7. Regardless of Year, the cadet receives their Academy Value at the beginning of play.

8. Roll for or choose one Career Event.

9. +1 to any Attribute, +1 to any Discipline, as per Finishing Touches.

In play, as they enter each academic year, the cadet receives the benefits of their year in lieu of receiving milestones. (Academy character advancement is more rigid.)

Graduating Cadets receive the following:

a. +1 to a Minor Discipline different from their Second Year choice, one Focus.

b. Entry to the Young Officer career stage

c. Complete Career Events and Finishing Touches.

If using only the RAW, the graduating character chooses a Career Event that reflects an encounter during play, and then applies +1 to an Attribute different from the selection in step 9, and +1 to a Discipline different from the selection in step 9.

If using the modified Career Events/Finishing Touches path (see below), the graduate then applies +1 to any two Attributes different from the selection in step 9, and +1 to any two Disciplines different from the selection in step 9.

Modified Career Events
To reflect the untapped potential that lays ahead, any character who takes the Young Officer career path receives only one Career Event, but may add +1 to any three Attributes and +1 to any three Disciplines in Finishing Touches.

To reflect an officer more strongly shaped by their experience, any character who takes the Veteran Officer career path receives three Career events, but only adds +1 to a single Attribute and +1 to a single Discipline in Finishing Touches.
"Course, sir?"

"Out there...thataway."