Editing AWADE.StarTrek.PrimeD
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 601: | Line 601: | ||
===SHIP CRISIS=== | ===SHIP CRISIS=== | ||
− | Once per round, any PC may choose to accept a ''Crisis'' instead of taking an enemy hit and | + | Once per round, any PC may choose to accept a ''Crisis'' instead of taking an enemy hit and damage. They must choose to do so immediately after damage is rolled, and only one player needs to request the Crisis to get it even if the rest of the party doesn’t want it. Once the Crisis is accepted, the hit is negated and the GM rolls on the table.</br> |
− | |||
The captain may also choose to voluntarily accept a Crisis through their '''''Keep It Together''''' or '''''Into the Fire''''' department actions. Use of these actions doesn’t count against the one-voluntary-Crisis-per-round maximum.</br> | The captain may also choose to voluntarily accept a Crisis through their '''''Keep It Together''''' or '''''Into the Fire''''' department actions. Use of these actions doesn’t count against the one-voluntary-Crisis-per-round maximum.</br> | ||
+ | Some Crises are continuing. They will apply a penalty to the ship that continues until some PC successfully performs a '''''Deal With a Crisis''''' action.</br> | ||
+ | Other Crises are acute. They inflict no immediate negative consequence, but if the PCs don’t resolve it by the end of the next combat round, an unpleasant consequence will ensue.</br> | ||
+ | A final Crises has an immediate affect that the crew most deal with the aftermath.</br> | ||
+ | The same Crisis rolled more than once will stack on the ship, though hits to a destroyed section or dry fuel tanks may not be much of a problem to the ship.</br> | ||
− | + | '''''Dealing With a Crisis'''''</br> | |
− | + | Any PC can ''Deal With a Crisis'' by taking that general action and describing what they’re doing to solve the problem. They then roll an applicable skill check at -4 possibly modified by an additional up to -4 penalty depending on the GM’s judgment of their general plan and its likelihood of being helpful (i.e. using the wrong skill, etc.). On a success, the Crisis is resolved. This is the only action a player can take that round (although others can use Support rolls but this also takes their full round).</br> | |
− | |||
− | |||
− | |||
For a Crisis, roll a d20 | For a Crisis, roll a d20 |