Dice
& Officer Creation
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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. |

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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. |
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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: |
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- 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.
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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:
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- 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.
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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. |
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