Critical action level adds an additional simple, and it's worth 3 Initiative. I've seen some weird but fun situations.Īlso note that there are rules in one of the expansions for crits and, and you missed fumbles.ĭouble the top is a crit. On your A/I test, each die hitting complete is 3 points of initiative, each hitting Moderate is 2, each hitting Minimal is 1, each fail is 0 every die in the pool (not counting rerolls which are "part of" the die they rerolled from) generates Initiative.
#Prime directive rpg rules how to
The skills have descriptions on how to use them with tricode results, and there is a section for the GM on how to create tricodes. So, you can see how the tricode system is used for all aspects of the game.
#Prime directive rpg rules full
a tricode of 4/6/8.Ī Minimal Initiative will net the character a single Simple Action for the round, and he can only move 1 meter or less that round.Ī Moderate Initiative will indicate that the character can take a Simple Action and move half is movement.Ī Complete Initiative tells us that the character gets a Complex Action and full movement.
Thiis is the Action/Initiative roll a character makes at the start of a combat round. The game fits those who like crunchy combat as well as heroic, quick combat.Ī/I Test. First, there's a detailed combat system, and then there's a lite version of combat, depending on your mechanical tastes. The odds are way against you (unless your original roll featured multiple 6's).Ĭombat Round: It is played in 4 second turns. You'd have to re-roll twice, and get real lucky, in order to hit that 12 for a Complete Success, though. Then, you can re-roll the die and keep rerolling it as long as you throw 6's. So, if you threw 6D and got 5, 1, 6, 5, 1, 2 against a tricode of 4/8/12, then you can take the 6, add 5 to it, making it 11.
#Prime directive rpg rules mod
This shows that you got three Moderate successes, and if you score 3 x Mod success, then it is considered that your result is actually a Complete Success.Īs mentioned earlier, a 6 on a die result will explode. For example, if you threw 6D and got: 5, 1, 3, 5, 1, 5 against a tricode of 2/4/6. When you throw on a tricode, you can add up some successes to get a higher success. One task roll revealing degree of success and no damage roll! I dig it! Quick! If your Phaser Pistol was set to the Lethal-1 setting, then you'd do 2 points of damage on a Minimal Hit, 4 points of damage on a Moderate Hit, and 6 points of damage on a Complete Hit. I think it's a pretty freakin' cool system. Then, you have scored a Moderate Success (because no result was 6+). Throwing the far right, last number gives you a Complete Success. Throwing the second number gives you a Moderate Success. Throwing the first number gives you a Minimal Success. The tricode tells you your Success Level. If you throw a 6, you can add 5 to that die and re-roll (some numbers higher than 6 are possible). When you throw your dice, you look for the highest die thrown. If throwing a task that is totally skill based, then you throw a number of D6 equal to your skill level.Īnd, there are more than one way to throw a task-more than those three ways I've just shown. If throwing a task that is totally characteristic based, then you throw a number of D6 equal to your characteristic level. So, if you wanted to fire your phaser, you'd add your Accuracy-6 and Fire Phaser-6 skill together, getting 12/2 = 6. H ow many dice do you throw? You throw a number of D6 equal to your characteristic + skill. When you throw a task, you throw a number of D6 and compare against the task's tricode. I believe the game was republished for GURPS and d20. And, I'm talking about the original game. It's generally referred to as the "tricode" system. It's a hell of a lot better game the newest Star Trek RPG that's hit the market. I've been looking over it, and it's a damn fine RPG. I've owned this game since it came out in 1993, and I've never had a chance to play it.