ST09Dice & Officer Creation
     Ok, once this stupid beam up effect subsides we can get rolling. You should have a d10 (ten sided die) and also a d20 (twenty sided die). The d10 is called the Snap, and the d20 is called the Phaser. In the game you will be making either Snap or Phaser rolls, and sometimes a Snap & Phaser roll together called a Whammy. The dice used for the Snap and Phaser should be red. d10
d20
Black Dice Set      All of the common dice also make an appearance here, and you will always be rolling one of them with your Snap or Phaser die, these being the: d6, d8, d10, d12, and d20. These dice should be black.

     You are going to need to create a Starfleet officer. This is a simple task, but requires some amount of directed creativity. Every officer has the following three ratings: Attitude, Stunt, Genius. Each officer has one of each black dice (d6, d8, d10, d12, and d20) to assign to ratings, so they must choose three of the dice to place into these three ratings. The lower the number of sides on a die, the stronger the officer is in that area. Each rating also gets a descriptor under it, enriching the detail of the character - so we simply call these style(s). Here is a summary of each of the three styles, and what they should comprise: James T. Kirk
    • Attitude is the strength of the character in personal and professional relationships, and the detail should reflect something about their: appearance and/or demeanor. 
    • Stunt is the strength of the character in physical action, and the detail should describe something about their physical attributes and/or talents. 
    • Genius is ths strength of the character in professional matters of skill and thinking, and the detail should introduce their mental attributes and/or knacks.
Spock      As stated earlier, the less sides the black die has, the better the black die. In this way the d6 is the best black die and the d20 the worst. The d10 takes a special position, the middle ground or average die. Put the strong dice (d6, d8) into the things you want to see the officer kick ass at, and place the weak dice (d12, d20) into the ones you care about least.
     Once these first three ratings are assigned dice, place the remaining two dice into ratings called: Auspice, and Foible. Auspice is the character's luck and their prospect for tomorrow, their future. Foible is the character's flaw, a defect of personality or weakness they can't ever quite control. Each of these gets a style, just like the other ratings. Here is how you create those: 
    • For Auspice, You assign a future personal goal for the officer and then describe their area of luck, this is a area of broad scope like "when the chips are down, with women, surviving at all costs" etc.
    • For Foible, You create a failing for the character, some defect that they demonstrate quite often.
     Styles are important in the game, as embracing them for action gives your officer advantage. There are some limitations and conditions required for this to work however, but for now just make sure you create styles that you want to see the officer demonstrate during the game. Phaser

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Lets talk about rolling the dice!