STARDATE 72246.5
(Season 2)
101
7109
1966
36
880
11.3
1954
03
6.08
241
309
7.08
1935
12.20
53
1961
2.16
8011
40204
037
8044
2598
61
8077
1394
538
1061
448
8009
102
8102
1987
044
0051
1968
704
1031
1984
1954
764
1940
9.9
1972
815
4.12
2023
8012
55
1217
584
3221
007
2194
2082
2388
105
56
2025
103
714
1993
954
4.4
1969
2450
91
56
21
716
801
417
602
5618
238
1443
813
9085
47
175
2118
6904
007
4656
388
266
1054
957
104
6104
1995
3.22
1931
727
755
1701
1984
218
908
10
85
1888
27
2879
213
8014
9085
264
5856
1103
05
2071
609
6833
2421
218
802
105
08
2001
713
079
1977
LV
426
105
10
1642
1979
402
795
361
0852
984
815
088
303
9322
26
1294
301
5404
1018
933
57
3891
106
31
2017
429
65
871
24
541
656
M
113
12.6
27
05
85
12.25
7884
8016
585
227
0483
210
6885
107
4154
2604
888
2105
377
107
5
2022
784
3304
42
733
1224
5801
23
1015
84
36
029
24
318
12.24
87
363
22
768
9811
723
8675
309
5042
1885
70
8008
108
23
174
91
947
28
527
04
0469
2200
88
1985
540
3121
308
9571
404
8018
795
2705
3281
979
2024
12
018
4895
604
3184
265
03-111968
04-041969
05-1701D
06-071984
07-081940
08-47148
09-081966
10-31
Core Rules

When your character attempts a task, the gamemaster tells you the Difficulty of the task (a number, usually from 0–5). Check your character sheet and select an attribute and department best fitting the desired action. Add the selected ratings together to establish your target number.

Then, roll 2d20 (sometimes more, depending upon the situation) and check if any die rolls equal to or under the target number. If a die rolls lower, it counts as a success against the task’s Difficulty. The more difficult the task, the more successes are needed.

Roll too high on the dice and you fail to accomplish the task. It may put your character in danger, or worse, but it makes the story more exciting. Rolling a 20 creates a complication.

Momentum

Whenever you attempt a task and generate more successes than the difficulty, extra successes become momentum, a valuable resource allowing you to improve on your success or save for the group. You don’t begin a mission with momentum — it only comes from taking action.

The normal use for momentum is to improve the outcome of a successful task, such as gaining more information from research, inflicting more damage with an attack, or making more progress with an ongoing problem.

When you succeed at a task, the GM describes what happens. You can then spend momentum to improve what happens, or to gain other benefits such as those from the table below.

Complications

When attempting a task, each d20 that rolls a 20 creates a complication, which comes into play once the task has been resolved. If you roll a 20, and you don’t want to suffer a complication, or the gamemaster doesn’t want to impose a complication at this point in the scene, the complication can instead be ‘bought off’ by adding 2 threat. In essence, this turns an immediate problem (the complication) into a problem for later (more threat).

Some circumstances can make a task more uncertain, though not necessarily any more difficult. These factors increase the complication range of a task, making it more likely that complications will occur.

A task has a complication range of 1 normally, meaning whenever you roll a 20 on a d20, you generate a complication. Increasing the complication range by 1 means complications occur on the result of a 19 or 20 on a d20. Increasing the complication range by 2 means complications occur on an 18, 19, or 20, and so forth, as summarized in the following table.