Tasks
Table of Contents
What are Tasks? #
In Star Trek Adventures, Tasks represent actions characters take when the outcome is uncertain or failure could drive the story forward. Here’s how Tasks work:
Steps to Perform a Task #
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Gamemaster Sets Up:
- Chooses the most relevant Attribute and Discipline for the Task.
- Identifies any applicable Focuses the character might have.
- Sets the Difficulty of the Task, typically ranging from 0 (simple) to 5 or higher (complex).
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Roll the Dice:
- Start with 2d20 as your basic dice pool.
- Add extra dice (up to a maximum of 5 total) by:
- Spending Momentum.
- Adding Threat to the GM’s pool.
- Using Determination (one die treated as an automatic success).
- Roll the dice pool.
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Count Successes:
- Each die roll ≤ Target Number (Attribute + Discipline) counts as 1 success.
- If a Focus applies, each die roll ≤ Discipline scores 2 successes.
- Rolling a natural 1 scores 2 successes.
- Rolling a natural 20 creates a Complication (explained later).
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Determine Task Result:
- If the number of successes ≥ Difficulty, the Task succeeds!
- If the number of successes is < Difficulty, the Task fails.
- Any additional successes beyond the Difficulty generate Momentum.
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Outcome and Momentum:
- The Gamemaster describes the outcome of the Task.
- Players can spend generated
Momentum to:
- Enhance success.
- Create an advantage.
- Gain valuable information.
- Any Complications rolled are applied by the Gamemaster, adding twists or challenges.
Example #
Commander S’Ren is attempting to bypass a Klingon security system. The GM assigns a Reason (10) and Engineering (4) combination, giving a Target Number of 14. S’Ren rolls 2d20, scoring a 12 and a 3. Both dice are successes, and the Task’s Difficulty of 2 is met. The GM describes how S’Ren successfully hacks the system and gains a point of Momentum for future use.
Tasks are the backbone of Star Trek Adventures, driving the narrative forward through collaborative problem-solving and thrilling dice rolls.