Saturday, February 9, 2019

Modiphius Star Trek

My weekly 5e online game has been stuck in a plot-induced hiatus the last two weeks.   The storyline is contingent on the actions of one particular character, and their player has been out of commission with a nasty bug. 

While we await his recovery, our regular GM threw me a curveball and decided to run us through the Quick Start scenario for the Star Trek Adventures RPG (STA).. Having never played the system, and having half the players as die hard fans, we acquiesced to his demands. 

STA relies on Modiphius' 2d20 system.  There are attributes, disciplines, focuses, talents, and values to keep track of, but it boils down to the basic 2d20 mechanic (I think).


  • Actions require a certain number of successes on 2d20
  • The roll use a combination of attributes and discipline.  The sum of each one is the target number.
  • Any roll equal to or less than the target number is a success, any 1 on a roll counts as two successes.  
  • Using all the other things previously mention, if you can explain how focuses, talents, and values can help you, you then can count any die result equal to or less than the discipline as two successes.
  • Any excess successes can carry over at Momentum, which provides bonues for future rolls.

Don't ask me about damage resolution because we relied on a Roll20 character sheet for that.

As someone familiar with Fantasy Flight's Star Wars RPGs, the whole momentum thing can really kick up the cinematic feel for the game, without FFG's funky dice.  We succeeded in our mission, even though the Lt Commander (me) took a sucking chest wound in the last round of combat.

Thank the Federation for Universal Health Care and a space martini in the replicator later.

I did, however, get the warning to take the helm next Monday.   Time to prep some new material.

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